This is an axe model for a zombie type game. The model is a combination of my two references.
This is my first post, so I hope it's format and everything is alright
I would say The handle should look less squared, I've seen oval cross section axe handles, but not square Perhaps keep the metal part squarish. especially not with that fighting axe head rather than the firemans axe.
Thank you for your comments!
Verybad, I would like to fix the problems you pointed out, but I'm a bit confused - I changed the cross section to be more oval, but by handle, do you mean the part the blade conncects to, or the part you grab, or the whole thing?
My only critique is that unless you're planning a vastly different texture on both sides of the axe you might as well mirror as much of it's UVs as possible. That way you can get a higher pixel density in your texture.
Right now your getting fairly distorted UVs especially along the handle because you are trying to merge as much as possible. Splitting the handle UVs in half to mirror them will probably help you reduce that distortion.
You should also keep all of your bevel face UVs attached to one UV island, right now the axe head's bevels are split accross two different islands and that'll cause you pains when you get to texturing. It'll probably also cause weird lighting issues once it gets rendered in a game engine.
As for a more oval cross section, I think verybad meant the handle itself (the part you grab) not the axe head.
By the look of your screen shot from unreal im not sure if you did this or not but when you import your textures don't forget you can set LODGroup to TEXTUREGROUP_Weapon and then you will loss very little texture res for when you want to take screen shots. Another trick is sometime set it to TEXTUREGROUP_Skybox which im not one hundred percent sure about but have been told it losses no quality.
Why did you give the bolts 4x as much uv space as they needed? I know sometimes its ok to do that for areas you want to push the detail in, but on this I cant see a need. Also, I agree on mirror UV's where possible. You could easily halve the uv space on this.
Thank you for the help!!
I'll try to use the uv space better - for the bolts, I wasn't sure how to get the shape right without all that geometry? Also, I'm not really sure what Asteric means by shading it to look like chamfers?
Why did you give the bolts 4x as much uv space as they needed? I know sometimes its ok to do that for areas you want to push the detail in, but on this I cant see a need. Also, I agree on mirror UV's where possible. You could easily halve the uv space on this.
i would also like to add that in alot of console engines this would add draw cost when not needed, keeping your texel density consistent helps majorly when dealing with pixel draw overheads,
also often just makes lower res stuff look worse in comparison a consistent lower res can look better than an an in-consitant but perhaps higher res
Thank you for the help!!
I'll try to use the uv space better - for the bolts, I wasn't sure how to get the shape right without all that geometry? Also, I'm not really sure what Asteric means by shading it to look like chamfers?
He means shading it on the diffuse I imagine, i.e. where your edges meet, usually you do little tricks, like scratches, or highlights, something to exagerate the edge more.
To be honest with you, I don't see a problem with the chamfers. However, I think its pointless to add such detail when the blade still has so few polygons you can see edges. Spend a few more on the end.
Also is this seen in third person, first person or a prop? That way we know if this is over or under detailed.
Replies
Verybad, I would like to fix the problems you pointed out, but I'm a bit confused - I changed the cross section to be more oval, but by handle, do you mean the part the blade conncects to, or the part you grab, or the whole thing?
My only critique is that unless you're planning a vastly different texture on both sides of the axe you might as well mirror as much of it's UVs as possible. That way you can get a higher pixel density in your texture.
Right now your getting fairly distorted UVs especially along the handle because you are trying to merge as much as possible. Splitting the handle UVs in half to mirror them will probably help you reduce that distortion.
You should also keep all of your bevel face UVs attached to one UV island, right now the axe head's bevels are split accross two different islands and that'll cause you pains when you get to texturing. It'll probably also cause weird lighting issues once it gets rendered in a game engine.
As for a more oval cross section, I think verybad meant the handle itself (the part you grab) not the axe head.
I made the handle more rounded, and got the model into unreal- I still need to darken up the blood, though.
I'll try to use the uv space better - for the bolts, I wasn't sure how to get the shape right without all that geometry? Also, I'm not really sure what Asteric means by shading it to look like chamfers?
i would also like to add that in alot of console engines this would add draw cost when not needed, keeping your texel density consistent helps majorly when dealing with pixel draw overheads,
also often just makes lower res stuff look worse in comparison a consistent lower res can look better than an an in-consitant but perhaps higher res
He means shading it on the diffuse I imagine, i.e. where your edges meet, usually you do little tricks, like scratches, or highlights, something to exagerate the edge more.
To be honest with you, I don't see a problem with the chamfers. However, I think its pointless to add such detail when the blade still has so few polygons you can see edges. Spend a few more on the end.
Also is this seen in third person, first person or a prop? That way we know if this is over or under detailed.