Oh hey guys, what's up? I'm Wave of Lag, or WOLO. I decided to branch out to other communities, and wow, when i found this i was surprised i'd never seen it before.
I modeled/textured this recently after playing a lot of Left 4 Dead, with the premise of making a mod with melee weapons like chainsaws etc. I then realized it wasn't an open source game, which sucks, so if anybody has a nice zombie mod that requires a machete, they can have it.
I really gotta finish coding that folio of mine...friggin dreamweaver is impossible, man...
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Right, So I really like the machete. Can I see wireframes, polycount, and texture? As for a critique, the only thing that bothers me is the edge of the wooden part. I just can't imagine how it would have such a sharp edge like that. I was thinking it should be beveled. If it was say: sawed off at that end because its homemade (thus giving it the sharp edge like that), I figured there would be some evidence of sawing (small scratches and so fourth on the edge)
Anyways, nice work and welcome to Polycount!
[edit] And now that I think about it you might want to add a little more blood on the sharp bit. Right now it looks like it was splattered with blood, but not because you cut somthing with it; because there isn't any evidence of blood on the cutting edge.
http://wol.modacity.net/site/3d.html
If you guys know how to make it so clicking on a link automatically scrolls the page to a point, please tell me.
I didn't really bother with the end of the handle because lets face it, the player is almost never going to see it. But yea, i like the idea of adding more 'sawed off' detail to it. I think i'll do something like it was broken off of something, and then hastily sanded. To be honest i hate the end of it right now too.
About the blood, i felt like just doing some stylized residue. I really have no idea how real blood would stick to a machete, because i have no personal experience :poly122:
Sorry, i forgot the wireframe and tri count:
1300 tri's exactly, the nuts and bolts pull it up bigtime.
You need to address the open booleans you got going there. 30 sided polygons aren't a great idea.
I would also suggest that the blood on both the wooden handle and the metal blades aren't so color saturated. Especially on the wood where it would soak in more.
I'd get rid of the n-gons(especially the ones with holes on them) if this is going to be a portfolio piece. It will mean that you're aware that bad triangulation may happen with such polygons during exporting.
Lord Ned's talking abotu something like this I believe; 38 tris and two separate objects.
Of course, i didn't feel like it because in this case i felt it alright to detail seeing as how it wasn't all too high poly in the first place. 1300 tri's for any fp model is ok in my book :thumbup:
You know that's really odd, they're all sorted out in the viewport, i model in editable poly so booleaning like that without connecting edges is impossible...
I think i'll just redo the blood completely, i'll make it more splotchy and dark and add more to the blade.
I'm just so friggin used to modelling for engines that don't support normal or bump mapping. It's hard, guys. Somebody please slap me if i go crazy with polygonal detail again
heh, just noticed that all my renders have been getting greener, probably due to these boards.
i think it'll be ok. Next post will be updats, i UVed it last night but didn't bother with texturing as i was too busy with some other stuff.