***latest update***
done
And this one was for fun =]
So I want to take a big bloody tooth, and make it into the head of a demonic type hammer. Yup. That's about where I'm at so far. And a sketch :poly136:
Also, this is way out of my comfort zone of sci-fi guns, but I'm stoked to get back into some zbrush and take a stab at some hand painting
C&Cs very welcomed. I consider myself a terrible concept artist/designer and a great copier. :poly121:
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I'll try and get another refined sketch or two tonight after work. Thanks for the comment! =]
edit: what I am trying to say is, you can push it allot more, make the theme, teeth. so add more teeth around or maybe on the molar itself. I think it would make it less boring
@EVIL: more teeth, on the way!
I got off work early today! So I get to hit this with more time =]
starting to try and flesh out the organic growth that'll tie it all together hopefully.
what i feel is add some more stuff to your concept..and decide your theme.Currently the whole concept is looking a bit empty.
I like your pommel though.Even your handle, as a start, it's good.A big tooth is a nice idea.You can add more bones in there.
Just keep at it...
I am going for a demonic themed hammer. I hope that's a little more apparent in my neest WIP of the sculpt
I've decided on a name for the weapon.
Tooth Decay
teeehehehe
You should definitely thin that handle way down.
This is a decimated mesh I got out of zbrush and pro optimized it in max even more down to 1,494 Tris. Tackling unwrap and bake tomorrow I hopes. Would also like to dabble in a color study off one of my zbrush renders soon. Hope everyone is having a good weekend!
haha! A friend of mine on facebook called me the demonic tooth fairy! I guess I set myself up for it :poly136:
Much improved on the "sak" issue, at least from this angle.
I like the red/subtle greens scheme going on, although the central shaft doesn't seem to tie in. How about boosting contrast with a dark wrought iron handle with some rusty reds in there?
More thought should be given on organic growth area(which i think it resembles GUMS) on hammer head.Make it look more chunky.
For the sake of time, I am pretty set on my sculpt and colors visualization. I will probably change things up a little when actually doing the diffuse, but I am at least comfortable with the colors in place for now.
@bgivenb: now that is too kind. Feels good to be called a favorite, not going to lie. Hope you like the final model as well!
I will probably get some time tonight to go over the decimated mesh I have and get it ready for baking. Will posts pics of updated lo-res model and UVs as soon as they are ready. There is shaping up to be a ton of good stuff in this contest. Very exciting!
Also started stabbing around in the Unwrap Unwrap UVW editor, but to tell you guys the truth, I'm not too sure what the best approach to an unwrap would be on this thing. Anyone have any helpful hints as to a good way to start unwrapping this thing?
Aside from clicking the Unwrap UVW Modifier ;-)
You'll want to really think about which parts can share the same space and break it all up in order of importance. The tooth head is quite large and needs a lot of texture space in order to keep the focus.
I'm still blocking out my design for sculpting and I've never used Zbrush to make a low res mesh before. I may try using the Paint tools in Zbrush to generate UV's as that's what one of the artists said he did as he was too lazy to UV map. The other reason was that he said he sucked at painting on a UV sheet and liked being able to paint directly on the mesh.
Here is a shot of the current lo res model with a super quick test bake at 1024 on it from an older hi res decimated from the zedbrush. After one more pass on optimizing the UVs a little more, I am going to bake the correct hi res mesh and finally get around to the textures! yay =]
Current tri count at 1,498
0:-)
thanks again for all the advice all
I would just complain about the sense of scale. From the screenshots all scratches and dirty are very big, like it was a small weapon and had been scaled up. But in fact this is a big teeth on a massive weapon. Compare it with the character.
Beside the scale the overall is great.
Thanks Bobo, for the video
@fabio brasillien: Sorry but I am kind of confused. Is it the scale of the damage on the tooth that is weird?
So I got around to my final normal and AO bakes. I am pretty happy with them. Final tri count is looking like 1,496 Tris. Just a few shy of 1500
Check out some max renders of the bake on a massive 2048 and wire frames until I get a base diffuse to show. C&Cs wanted por favor
And yes, the AO is tinted red. just 'cause!
Does it make sense?
I'll try to push some smaller detail (most likely nasty stains/cavities/ect into the tooth in the diffuse texture. Kinda how I hopefully hinted in on the front hammer side and back roots of the tooth. Am I on the right track?
Thanks again =]
got my base colors in. I still need to tighten up the material selections (flesh, bone, metal) in the texture but it's almost there. Once i'm happy with these base colors, I will then get onto throwing some gradients and grunge.
any and all comments appreciated rad people
now I like having the choice to see my model in max or in engine easy peasy while texturing from now on. I guess
Comments an crits about my turrible lighting and rendering welcomed!
Feeling a bit more comfortable with this render, so I'm hoping to get to the final texturing very soon. But so much life stuff keeps getting in the wayz
Looks great though, can't wait for the final!