Hi there all,
After spending more time than I would have liked on my first environment for my portfolio, I wanted to move onto something entirely different.
I'm doing a Warcraft (heavily) inspired weapon. I plan to do an in game model, no normal map, and hand painted texture. A very new way of working for me to be honest as I have 0 experience painting textures by hand.
So here's a few sketches I did quickly (scanned in and backed with obligatory old paper texture), I wont do all of them but possibly a couple at least depending on how I get on.
I will move on to color concepts in PS later I think, but thought I would post the initial sketches for some feedback.
The weapons are pretty generic I know, but for my first model, I wanted something kinda straightforward and not some OTT Epic weapon.
Replies
All joking aside, at the moment these weapons look like they are correct in their proportions for real life humans. Try to push the blades spikes and skulls bigger and larger then what you have.
That's an awesome observation about the proportions and it highlights where my lack of experience is showing. As I mentioned i will take these into Photoshop to do some detail and colour on the concept so I'll definitely exaggerate things a bit in that phase.
Thanks MoP, I'm excited to getting it blocked out in 3D but I wanna get the 2D down first because I have a nasty habit with portfolio stuff of rushing into Max and making something crap and losing motivation to continue with the project.
Updates coming soon!
don't get me wrong, they're cool, just not in the style you would find in warcraft.
for the swords: there are very few straight single bladed swords in the game, most are pretty abstract and big. there also aren't very many crossguards, let alone symmetrical ones. i'd try to be a bit more insane with your blade proportions. the easiest way to do this is probably try to imagine a tauren holding it.
for the axes: there aren't so many restrictions. the axes in game have quite a bit of variety, from floating pieces, to symmetical basics, to abstract and enormous. yours are fine, just a little basic and definitely too small.
otherwise, your presentation looks nice, and they're only minor adjustments to get that stuff looking "warcraft"
The main crit I have is on presentation. Each of the drawings kind of have an equal amount of spacing from each other and are the same distance away from the edges.... too much cushioning or something.
Keep it up!
I totally agree, the weapons were kinda inspired by the Northrend starter quest rewards. More believable and simple in shape than say a Sunwell drop. I did this intentionally since it's my first attempt at a wow style model, I wanted to keep it simple so I don't mess it up and lose interest in the whole project.
Speaking of messing up, look at this horrendous excuse for a piece of crap painting. I was flicking through the Wrath of the Lich King art book and thinking, hmm this looks pretty, but tonally quite simple and there doesn't seem to be too much fancy brushwork. How wrong was I. I've never attempted digital painting in color in any way, and it's obvious I suck hard at it.
So here it is... I seriously wanted to give up after the 100th attempt, and still kinda do when I see it. Offer crit on this if you like since it's clear that I need a LOT of help with painting.
I think to be honest, I rushed it, and as a result, missed a lot of details like the ones you mentioned.
I'd love to be able to recreate that whole Blizzard art style which looks all painterly but I am such a beginner at the whole digital painting thing like I said and I don't even know which brushes to use! This was the kind of style I wanted to go for ( in terms of painting style ) but I missed the mark by a mile.
I'm gonna have another go at it I think, just a quick question. I've just had a look at some of your concept work, which is incredible, what brush/settings do you use to get that nicely blended oil kinda style? Notably on the big dude with the wooden club.
Go to the Opacity setting up top and drop that to about 80%, then in the brush options use the Opacity Jitter (Other Dynamics) and Size Jitter (Shape Dynamics) and change them to pen pressure. Also, in the Shape Dynamics I usually have my minimum diameter set to 50% or higher, that way I can control the size of my strokes more precisely using the [ ] keys.
Those settings will get you a decent color blending brush which I use almost 90% of the time. You'll want to turn off Opacity Jitter and bring the Minimum Diameter to 0 or 10% if you're doing fine details like hair.
Aside from that, just practice, practice, practice, practice, practice.
Hope that helps
Here is a screenshot of the locations of those options
Thank you so much!
I'm happy with the improvement, but any crit would be awesome while I'm still at this stage!
The blade is mirrored for the sake of it looking better, it will be different in the final version.
Did a little paintover to illustrate my point.
Seriously though, I did mention, twice, that this is not supposed to be some level 80 epic weapon, think starting zones, think level 4 quests, where the best you get is a piece of wood with some mildly sharp metal.
I know it would be far cooler to model some dagger with 19 floating pieces and more glowing orbs than one could ever wish for, but as it stands, I suck at painting, I've never attempted modelling a mel
Then go Filter > Sharpen > Unsharp Mask.
I think you can leave all the settings on their default, but just adjust the strength.
Anyways, here is a paintover of your work I did really pushing your darks and lights more. You're still being a bit too reserved and sitting around your 40 to 60%. Choose a few areas and paint in some 10%, 20%, and 80%.
The image shows your original, my paintover with the sharpen, and your original with the sharpen.
See, the side you did is actually still pretty good. You just needed to sharpen it a bit. Paint in those darks and lights!
Haiasi- Really appreciate the time you took to do the paintover, and when you put the examples next to each other it does become quite clear.
I'll hopefully get more done later and will post the results!
Thanks again
I'm pretty happy how it came out, it's certainly better than yesterdays effort.
I think I'm gonna call it done on the concept for now just because I really wanna get into 3D and start making this thing. I really enjoyed practicing my painting though and at least I've got a few tips for my next attempt!
Thanks again to Haiasi for the help.
That's what she said!
(sorry had to do it)
But it does look great! nice paintover Haiasi.
Right... onto the modeling! Kinda feeling the pressure now that all eyes are on me! I'll post progress as it happens!
Any other crits are encouraged too, despite the fact there's not a lot to look at just yet!
Thanks
Anyway,
Here's what I have. It's at a stage where crit would be great!
Many thanks
Really awesome improvements here creationtwentytwo!! I've got to work on my 2d and now im motivated!
The handle seems flat, and so does the detail in the middle of the axe, work on the bump/normal map for that.
Also, I think most axes have the hole in the axe head, with the shaft poking through instead of the other way around, which seems structurally weaker (wood gets too thin at the intersection of blade/shaft)
ZacD, I agree it looks flat, but I'm trying to stay true to the whole WoW thing and not use bump/normal, just diffuse and spec. I've included the texture reference I was using (and ONLY for the texture reference, I know, I know, it's a lot more interesting looking weapon etc etc ;p) and while it obviously looks a great deal better than mine, it still looks kinda flat. I guess there's only so much you can do without bump/normal.
I also totally agree about the axe head, it seems so unconventional. Part of me likes the whole level 4 WoW character 'omg that would so totally break if I hit that wolf with this', but yeah I agree in reality an axe made like that would last 2 minutes of use at most. I'm just trying to think of a way to keep that part looking interesting as simply making the whole upper shaft metal will look a little plain.
Here's a Marmoset shot, and I always get carried away with bloom and sharpness in Marmoset.
And here's the TEXTURE reference:
I am pretty happy with how it has turned out, a minor deviation from the original concept I suppose but overall it's been a fun project.
Thanks
I hear you about making it a simple weapon, rather than a level 80 epic whatever, but keep in mind, that adding interest is seldom a bad thing.
Its looking great as it is, but you shouldn't rule out adding more uniqueness and flair.
Next time I'll make something much more exciting!
I've come back with another of my original sketches, still fairly primitive but at least a little more exciting than the first one.
I'm gonna scrap the hand-painted diffuse/spec only method for this one and take it a bit further, probably into ZBrush and using a little photo based texturing to give it a bit more detail.
So here's my concept, really enjoyed painting this, while my painting skill has improved a little, I still suck so excuse that fact for now! I'd love to replicate the whole 'enchanted smoke' thing but my particle/fx skills are non existent so may have to give that a miss.
I'm probably being dumb but the words 'edge, side, and blade' all together have got me a little confused as to what you mean!
I think what DnS was saying is the blade edge which is located on the left side of the main form should be on the right side. Basically just horizontally flip it.
Also, this is my first post on Polycount. You motivated me to join the forums
Look at almost any knife you own that isn't a santoku. The longer part of the knife is the dull side. This creates a stronger weapon. Looking at the sword you designed, the point is going to taper sharply and would be much more like to chip or break off if coming into contact with another weapon.
I don't know if its really all that important, but I haven't seen many blades that aren't more than letter openers shaped like the concept.
You need to use more clean colours, not dirty colours, if you need WoW style.
Read books of Colour theory , its give to you more colour mixing understanding.
Good progress! Keep it up!
3 suggustions though:
I dont know if you used the logic of melted metal for the connection between the blade and the handle. But if you have, than make it more visible or solid.
Extend the handle a bit so it wouldnt look like off physics in game holding the sword from half handle.
Extend the sword which ZacD suggusted already.
Overall, I believe that you are doing great!!.
Good luck..
Also are you hand crafting the render for maps? (sorry for this stupid question)
You could drop alot of polys by floating the spikes on the handle. Just make cubes at each end of the handle and put the spikes on top instead of extruding the cubes to get spikes. That's about 16 polys.
Same with the cylinders at each end of axe head. another 20+, and maybe spike at top too.
You started to add some blues to the axe, which is a start, but look at that reference axe you have - look at the pinks and purples and blues in the 'grey' metal. The WoW painterly style adds a lot of color and hue variation, objects aren't just black and white shaded and then colorized later. You should be using color theory and making your shadows colder and your brights warmer, playing with contrasting and complimentary hues to enhance the contrast and flow of the materials.