Ok, so If any of you have wandered over to the technical forums, You'd see I started to learn 3d Max. We use Maya in school, and ive been using it for 2 years now, so this was a bit of a challenge. But, im starting to get the hang of it. And, well, im liking it WAY more than maya for modelling.
Anyways, heres my first high poly weapon i did in max. I think i was working on it for probably close to 8 hours (i know, LONG time, but I was learning max as i went, watching tutorials, getting help from poly counters, etc). My next step is to do a low poly model and learn the art of baking.
Here is the reference i used. A concept for an axe for the white lion in Warhammer online. A game I use to play ALOT.
http://www.mmolecule.com/ektimages/game/war/WAR_HE_Axe01.jpg
Any C&C would be extremely welcomed. (and im not sure why im getting the pixel effect. Ill have to work on that
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after alot of struggles, i finally got this zBrushed and back into max. I had issues with it because in order to get the smooth lines i wanted on the blade, i needed to D it up ALOT, but then when i brought it back into max, it was too much and froze. so, instead of brining the entire thing into zBrush, i only brought the blade. since the rest looks fine and doesnt need more divisions anyways. on that note, is there a way to give more memory to max like you can in zBrush?
Anyways, im fairly happy with the lines. took a couple tries, but i did it. next up, finish the low poly and learn how to bake. I have the eat3d pillar tutorial for that. so hopefully it goes alright!
comments?
Looks good though.
If you were having memory problems you could use Decimation Master in ZBrush and drop down the polycount on the objects since most of it is flat anyway.
But now im curious about the sweep mod.. lol im going to check that out for sure now. thanks for the tip MoP.
Any other tips you got for me before i start my bake?
or you couldve even just not done a normal map at all. on a weapon like that, its just bump and spec that will really give it good looks. i tend to do my normals last when working on anything except a character. now you're forced to create your texture around the normals, instead of the other way around. its better with something like this to texture it first, then do your normals if you know that you wont be retopologizing it.
Model and unwrap mesh > bake AO > paint diffuse and bump and specular > use BUMP info for new AO > create normals based off of my bump/diffuse. apply normals, discard bump.