So I'm trying to get some handpainted texture practice and I found a fantastic concept by
Edgar Cardona. http://edgarcardona.blogspot.com/ and I knew I had found the right project.
Anyways so far I've done the model for it, I feel like it might be a bit on the high side for what I'm attempting so any ideas on where to remove or add some detail within the model would be great. I should be unwrapping and texturing this over the course of the next week or so.
Poly count is currently sitting at 1,366 tris. Also the floating shards around the back and bottom of the scythe will probably just go onto a couple two sides planes which will increase the poly count marginally.
EDIT* UPDATED WITH FINAL MODEL SHEET
Replies
Blockout looks pretty good. If you're looking to match the concept exactly,it's okay to add tris to areas that would push the silhouette such as the extruded borders on those metal pieces and making some of the pieces more curvy like they are in the concept.
Also, don't forget that big crystal on the side face of the scythe. You modeled out all the other crystals, so you might as well add that one in too.
Looking forward to seeing updates.
As for the side Crystal I completely forgot about it o.O my block out started with that metal panel so I didn't see it the time I was modeling and I just forgot it was even there haha that'll be there on the next image update
Also please vote on the poll I put up top, cause I'd like a second opinion before I start moving forward. Not sure if I should keep the lower poly countor just go all out with the model.
as a side note @Kartoonhead, it may remind you of Guild Wars but the concept is actually inspired by the Dranei from the Warcraft Universe.
I'm still had trouble figuring where the scythe blade was convex instead of concave.... don't know why I'm not seeing it so anyone who could provide a visual aid real quick that'd be great....
Anyways let me know if if looks like there's anything let to add or remove and then I tweak some things and start unwrapping this thing
Tri count currently sits at 2,035 tris, up about 700 from the last post. again there will be a slight increase when I add some alpha planes for the smaller floating crystals around the edges.
I think this is what darbeenbo and KartoonHead are talking about.
Any other errors that look like they need fixing?
Looks awesome! Oh, one thing I just noticed is the gold lip on the top section(front side seems a bit thin compared to the concept. When it comes to blizz style it's all about bold shapes. When in doubt, make it bigger, thicker, and more epic! (case in point... shoulder pads) :P
I've only just started on the texture, it's just flats except the back crystal which still of course needs lots and lots of TLC
Oh and the final tris come to 2,108 so I think I'll just keep the shards as is and not bake them to a plane
EDIT* Just as I posted I noticed that I forgot to make the crystal on the back floating piece purple, that's already
been fixed EDIT*
EDIT removed the extraneous pictures to shrink down the thread.
EDIT Removed pictures to shrink down the thread
I'd say the same for the wood. Even though in the concept the wood is pretty much just dark all around, I think you could make it better if the areas where the handle meets the other segments are darker than the rest. I think some shadow areas of your gold could be more saturated too. Keep it up!
I added some oranges to the shadows to give them a bit more saturation.
I also hit it with an AO pass rendered out with Max and lightly applied to everything except the wood where I really hit it hard with the AO.
I think I'm getting close to done with this I just need to tighten some areas up and that'll be it unless I get some more major crits.
EDIT removed old pictures to shrink down the thread
Are you planning on replicating the same light source as the concept, or paint in a different light source?
Thanks for pointing that out I knew I missed something!
And for the most part it is painted with the same light source as the concept since the concept is in side view the lighting is coming down at like a 45 degree angle right down the center line of the model. I haven't tired painting in any sort of cast shadows like where the scythe blade shadows the top part of the handle and stuff but I'm not sure if I should take it that far.
Crits are welcome I know it's not quite done yet but I feel like it's pretty close.
Nah dude, you've got some simple fixes in here that will make this baby shine. I placed your scythe next to the concept with the same color background to really see the difference in hue/saturation. Really the biggest problems with the texture is that the crystals, and everything for that matter need to have a sharper edge to em. There also isn't a sense of where the light is coming from. Try to emulate the lighting info from the concept.
One thing I do really like is the idea of light emanating from the crystals onto the blade.
But seriously, don't give up on this bade boy. It's a sick weapon, a sick concept, and you really don't have much left to pimp it up a bit.
That and I completely forgot to knock back the brightness on those two back panel you pointed out, they seem like they're just emanating light at this point... and I agree I went a to far with the red in the wood handle.
In terms of the gold edging I think I might pull out the geometry a bit more so you can see the dark and light sides more easily from the side view because I spent a considerable amount of time on them and I think their current highlights and transition from light to dark is fairly crisp, but I will take another look at it.
Thanks for your critique and paintover I haven't gotten too much of that in the thread since I started the texture so it's nice to get some in depth feedback.
Will update soon with those changes to finish this thing out.
Oh and I liked your idea of the crystal lighting up the inside of the blade a bit so I pushed that a little, maybe too much but we'll see what people think.
Anyone else have some final thoughts since I did end up going back to fix some things...
While you work, just look at your textured model and your reference image and try to replicate the lighting in your texture. Also, there are a few crystals that are missing gold rims that you might want to take care of.
I like the recent changes. Keep it up.
Unfortunately none of the crystals were missing gold borders, the just aren't visible from the side because they have no geometry of their own and the faces they're on are nearly perpendicular to the side view...
Anyways at this point I really think I'm calling this done I'm quite happy with the result, it'll go in my portfolio for a while and I think I'll learn and grow more by starting a new project rather than trying to push this any further