Nice sketching. The weapon is good. The model itself looks a bit too medieval. I would stay away from so many sharp borders. Unless you backstory involves the worlds falling back to the dark ages. Either way, I'd lose the eye patch. Too cliche. Yarr! Keep moving!
Thanks for the comment. I am currently reworking the armor a bit to give it a bit more of a futuristic feel to it, but I do want it to be more of a relic armor than fighting armor. My idea is that this General is a Veteran of the Wars and that the armor is almost more cerimonial than useful. His soldiers would fight for him because he is held in great esteem. At any rate, the head is by no means finalized, and the patch probably wont show up.
In the mean time, here is my early version of the sword, with some slight revisions from the original concept.
First of all, I would lower the polycount on the little round detail in the middle of the handguard, the other edges of the guard and where the grip meets the guard. These can be suggested with a little highlighting in the texture.
Try to work some more detail in the grip texture, it looks a little out of place. A little more color variation wouldn't hurt and some suble (very) overlays on the whole blade could give it a extra pop. The notches are a step in the right direction so you could take it further and texture some breaks in that strip in a few places to give it an uneven flow of bluish stuff.
The sheath looks decent so far. I would spend a couple of the polys you could shave of the sword on giving those straps some volume. A little faded gilt and scratches on the sheath (mainly to strenghten his appearance as a veteran general) could be nice. The metal is very dull, again more color variation and a couple of inlaid details wouldn't be missed.
One more quick update on this. Poly Count went up a little (854) though i did do some optimizations. I made the wraps part of the mesh instead of just texture. Still within my plane for the poly limit so i am happy with it. If I need polys later i will optimize more
The guard on the sword has some pointless divisions on it... specifically the little curvy things on either side. They're bisected by a loop that I imagine was used with symmetry when making the model, but should be gotten rid of now that you've done sculpting.
There is no reason the sheath and all the various straps on it need all be one continous mesh. save yourself lots of polys by reducing them to intersecting shapes.
You could also make the the center depression on the sword a hole, with an intersecting plane with the blue coil texture on it. Its not much, but that alone would save you 8 triangles... they add up.
for the texture; lose the stark black shadow on either side of the bandages. especially now that you've got them modelled, it looks wrong. I'm not really sure what the blue coil in the center of the sword does for the weapon. Perhaps give the very edge of the blade the same blue coloring would help incorperate it in some meaningful way. I'd also make the wrapping around the grip a different color from the blue metal pieces, and make it dirty! Some evil general has been holding that in his sweaty mitts in many a battle.
The models are looking great and the texturing is awesome, but they are getting a little high in the count. Considering you havn't yet got the character done?
Sectaurs and Cubik have left great comments about optimising your models. But all in all, great stuff! I'd like to see what you're going to do with your character.
CaseyJones, thanks for the comments. The weapons did get a bit high. My original plan was to save at least 3500 polys for the character. If I need more I will end up optimizing the weapons a bit more. I just need to start modelling the character to see how things are gonna go.
Here is a small update. Trying to get a feel for my general. Lost the eyepatch.
There is the sword mostly comple, maybe some touch ups still. Poly Count at 788 now, probably as low as I will take it. Changed the Pommel because I hated the original. Please let me know what you think.
Give it some more color(maybe replace the teal with red or green on the handgaurd's glowing strips).
More highlights on the very edge of the blade and a sharpen filter to top it off.
Thanks for the comments, I will work a bit more on the parts you talked about. For now, here is an update, started the head. Any comments would be greatly appreciated.
Here is an update of what I was able to do over the weekend. 1384 polys, using 1 512x512 map. Hair will get alpha channel. Please let me know what you think.
Replies
In the mean time, here is my early version of the sword, with some slight revisions from the original concept.
As always, please feel free to comment and Crit
Try to work some more detail in the grip texture, it looks a little out of place. A little more color variation wouldn't hurt and some suble (very) overlays on the whole blade could give it a extra pop. The notches are a step in the right direction so you could take it further and texture some breaks in that strip in a few places to give it an uneven flow of bluish stuff.
The sheath looks decent so far. I would spend a couple of the polys you could shave of the sword on giving those straps some volume. A little faded gilt and scratches on the sheath (mainly to strenghten his appearance as a veteran general) could be nice. The metal is very dull, again more color variation and a couple of inlaid details wouldn't be missed.
Just keep at it.
There is no reason the sheath and all the various straps on it need all be one continous mesh. save yourself lots of polys by reducing them to intersecting shapes.
You could also make the the center depression on the sword a hole, with an intersecting plane with the blue coil texture on it. Its not much, but that alone would save you 8 triangles... they add up.
for the texture; lose the stark black shadow on either side of the bandages. especially now that you've got them modelled, it looks wrong. I'm not really sure what the blue coil in the center of the sword does for the weapon. Perhaps give the very edge of the blade the same blue coloring would help incorperate it in some meaningful way. I'd also make the wrapping around the grip a different color from the blue metal pieces, and make it dirty! Some evil general has been holding that in his sweaty mitts in many a battle.
Sectaurs and Cubik have left great comments about optimising your models. But all in all, great stuff! I'd like to see what you're going to do with your character.
-caseyjones
Here is a small update. Trying to get a feel for my general. Lost the eyepatch.
There is the sword mostly comple, maybe some touch ups still. Poly Count at 788 now, probably as low as I will take it. Changed the Pommel because I hated the original. Please let me know what you think.
More highlights on the very edge of the blade and a sharpen filter to top it off.
1300 Polys