Working on a hammer and feedback would be great. The fabric handle-wrap is what I am least happy with at the moment.
Might as well ask while I am here, but having used hard surface modelling for the hammer head part in Max, the topology seemed problematic to the sculpting. Am I doing this wrong or is this just one of those things?
Replies
A friend suggested subdividing a new base mesh with smooth turned off, but then I would not achieve the sloping edges I want in places. He also suggested using morph targets to store and project these details on to a a new base mesh, which i might do, but I think I may get away with the subdivision level I have here.
@ariofighter: I think you are right. Although it may be tricky creating the shape for the handle-fabric in Max, it would probably be more efficient than sculpting it in ZBrush.
In order to avoid getting black edges I have read up that separating flat surfaces up from each other, as UV islands/using unique UV's, is a viable solution. My only worry is that this creates lots of seams and is going to making texturing more of a headache. I have seen other hard surface models being spilt up a lot, but I am more used to organic modelling and I am unsure to whether I have too many seams.
I wondered if someone could help me out and tell me if this is a sensible way of tackling this.
I like your axe, and you low poly seems ok, you do have a few too many edgeloops in certain areas.
your unwrap is sensible and you are making good use of space. The general rule of thumb is to seperate your UV islands where you would seperate your smoothing groups. So any place you would like a crisp edge, is a good place to split your unwrap.
you should post your projections and texture when you get them done.
looking forward to progress.