Hi guys, me again.
Well I'm well underway on my next reel project : I'll be making a pile of RPG style weapons. Swords, Shields, Staff, Clubs, Wands, Axes etc... With a wide variety of cultural styles and materials. The idea behind it all is to quickly build up a lot of varying props in a short time. From the traditional to the imaginative, I hope to cover a good spectrum.
Here's the first entry, A dagger/fencing sword hybrid I designed some years ago in a sketchbook. It can be used for fencing at medium range, and has that dagger blade for slashing when too close for swordplay.
More to come later. :thumbup:
Replies
Really nice work. Can't wait to see more.
The end of that sword is going to be nasty on the way out of someones body.
Cool concept. Good execution.
Looking forward to seeing more as you finish.
Making really fast progress on the sheath. In fact it's finished! Really glad i made it too, because it seems to really make the piece as a whole a lot more believable and unified somehow, when you see it inside there.
I'll post textures and Zbrush shots later, right now i want to keep on this roll!
The texture has no baked in lighting other than occlusion and cavities. The rest is all being done live in max by the normals and specular. I can show a closeup of the hilt later to demonstrate. As for textures, I'll post that stuff a little later too, when i have time to take the shots.
Yeah i agree it looks a little out of place, but i don't think if would keep you from holding it well if you imagine the size of each finger around the handle. I would imagine your knuckle would often hit it as you grab or release it though. I might shrink it a little more.
LOL Actually I was thinking about doing a moogle knight variation of that model you're referring to. Might work on that once the main portfolio is done.
The Skyserpent : The legend of Yu'Yetl and the Skyserpent teaches us victory belongs to the warrior who not only strikes out, but can also grab hold and pull his enemy off balance. In the spirit of victory, this macuahuitl has been designed to stike out with one edge, and grapple foes with the other.
Hope you like :poly124: More to come.
Any chance we can see the flats? Seems like a really cool texturing style you got there.
On the other hand, the overall easthetic is very pleasing. I like the actual visual design. I also think that you have done a fine job of translating the 2D design into 3D space. The texture work is also quite solid. I can easily imagine an RPG character wielding this in-game. Despite the technical quibbles I applaud this effort.
This second blade just screams "pirate" to me. The combination of wood, bone, and flint is most curious. It's like a very ornate tribal weapon. Very curious design. I noticed you are putting chunk of stone on the back of the blade just about the guard. I'm not sure why that chunk is included. It is eating up extra polys while offering little in the way of detail, and I can't think of any reason why that portion of the blade couldn't be wood as well. Still, this is some great work. Looking forward to seeing more weapons.
i don't care at this point anymore if something is normal map + specular +
light sources or all hand painted/photo texture as long as the final RGB values on the screen kick ass ! and they sure do here !
Thanks for the continued enthusiasm guys it's keeping me motivated :poly136:
As for the extra piece of blade on the Skyserpent, I'm glad you noticed : It's used for cutting vines and other survival cutting needs seeing as i would see this used by Mayan style jungle warriors. The oposide edge you'll notice is a flat area of wood that can be used for crushing foodstuffs or as a foothold for slicing through something tough (like your enemy's wrist to make a nifty hand trophy). So it's like a utility knife of sorts not just a weapon.
Also I was quite impressed by your mindreading abilities when fastreading through the thread, Art-Machine. It's not a lot of people out there who can qoute something from the future and reply to it before the words are actually typed (ofc. I then realized the truth of the matter and were both relieved and ).
Pretty efficient modeling combined with very good texturing, that hurts
Ah okay. Yes, that makes perfect sense. The forward edge of this sword/club wouldn't really be practical for slicing things. (with the staggered spikes and all) A small edge embedded closer to the hilt would be practical for focused cutting. (especially vines)
Any criticisms I make based on a model's relation to reality are just for observation and reference. The knob I mentioned on the first sword looks good from an aesthetic perspective. It shows how the knife portion is attached to the rest of the blade. And at the end of the day, the polygonal character who will be wielding it isn't going to complain about comfort. Like you said, the appearance of the thing is what is most important here. Keep em' coming, these weapons look great.
The image of the great Skyserpent of legend is integrated into the weapon. Along with his great flowing whiskers which are said to momentarily split the sky in a luminous flash while battling rainstorms to return the sunlight.
Crappy sketch for now but i plan to work it more later.
What are you talking about exactly? I can't be that good a mind reader since i can't figure it out lol.
Keep it up!
If you could shed some information I'd greatly appreciate it! Can't wait to see more.
Grade A stuff =]
I'm having trouble keeping my presentation uniform across weapons because ones like this are so long you have to include cropped close ups to show any detail. I hope this layout works well on future pole weapons at least.
I'll write out the text too since it's a little small.
House Vampyr War Scythe
Few who dare tread unwanted through the hallowed
cloysters of house Vampyr escape the sting of the
War Scythe of its elite guards. Though it can easily
decapitate, horrified witnesses describe its hooked
blades used to impale and restrain fleeing trespassers.
The guards then fall upon the offender, fangs drawn.
Spilling blood would be an awful waste of a meal.
Hope you like.
I was going for a very golden/copper feel on that one. If you look at something like a trumpet, not much blue on there especially indoors. But since people have mentioned this more than once, I'll take some shots with a blue bounce light for the final presentation, thanks for the input.
I usually sculpt a high res and bake from that, then texture from there.
I have a pretty industry standard workflow so far as i know.
-Base model in Max or Maya
-Sculpt in Zbrush
-In-Game topology in Zbrush
-Unwrap in UVLayout
-Bake in Xnormal
-Texture in Photoshop
-Set up in Max or Marmoset Toolbag (whichever gives the better result)
Zbrush, UVLayout, Xnormal, Potoshop : All tools i would hate to work without!
If i can give any specific tips, it would be to remember to sculpt the texture as much as reasonable. That being said, don't go nuts with noisy over detailing for no reason, it's a balance you have to reach with experience i guess.
Thanks you 2
I assume you mean the really hard white highlight areas. In that case, it's just the specular from that Marmoset engine, i put the spec sharpness almost to max and moved sliders around til i got something nice. I didn't love what that engine did to the first 2 weapons but it did a sweet job on this one.
The spec map is just the diffuse. Also i guess clean normals played a part in the clean specs. Here's the textures so you can figure out what's baked and what's spec.
Next piece is gonna be a shield. Concept finished today.
Really cool stuff I really life the color. My favorite one will be the first one!
Haha if you continu to create stuff like that you'll give my motivation back about normal mapped stuff! ^_^
Keep it up!
-Buddikaman
Here's a screen grab out of max. Is it hard to believe the texture is 256x256? Anyway, I'll look into taking fancier shots later, as well as posting wires and stuff.
Bed time!
-Woog
Here's the technical parts :
Textures, actual size.
No, these are for my portfolio. The idea is to not stop at just making nice pieces but also present my abilities in all parts of the creation process. A to Z.
Lately i had been designing and making many funky weapons at work anyway, I knew how fast i could pump these out on my own time.
Absolutely, It's also half the fun. :poly121:
Having a good clear story and function gives any design a better start.
This time i wanted to make a more 'brutal' piece to offset the more elegant stuff so far.
Siege Plank : This large shield of 'pavise' classification reaches shoulder height on the average man. They are carried into battle by the snipers in the horde armies from the Outlands. The heavy blade at it's base is thrust into the ground to provide freestanding cover at shooting range. It also doubles as a decapitation device, used on the mortally injured after battle. Enemy arrows are not removed after battle, kept as a symbol of it's efficacy and in testament to a sniper's seniority.
This is the last weapon for a while I think, got a good batch done and it's time to diversify my portfolio in another way. Definitely going to stick any new weapons i design in this thread later though.