Walgrind, you're off to an awesome start on this! Your details on the 3d are looking great.
I did notice a few things that you could tweak that might help kick it to the next level of awesome. Your concept nailed a really beautiful sense of rhythm. It's tricky to keep that same feel in the 3d and it seems to be happening a bit in your sculpt, but it's really not a difficult tweak to make (the beauty of 3d!). I did a quick img to show what I mean.
Keep rocking this!! It's great to see it coming together.
Definitely still looking awesome- you might want to try having some larger chunks knocked out of it, right now it seems like mostly tiny nicks. Maybe having one or two big ones could be cool.
Hi everybody !
I have almost finish the texturing of my mace !
This is the diffuse map ( I will make the normal and spec map soon ) , yours advices are welcome !!
I 'm not yet completly satisfy, and I need yours opinions
thank you all !
As for fixes maybe punch up the highlights on the mace-head's gold because it seems rather dull to me right now, however you may be planning on doing that more with the spec map in which case carry on.
Also somewhat related to that, normally there tends to be a gradation from light to dark from the top to the bottom of a model, to indicate fall-off of the implied top down light etc (I'm sure you know this stuff), however right now you seem to have the opposite, the pommel of the hammer is much brighter and draws my eye more in these renders than the mace-head which really throws me off.
And like I said I love this design, specifically the head of the mace, so I don't think it should be playing second fiddle to any other piece of the model. So I'd maybe rework the lighting in the texture somewhat to make sure the business end of the mace stays the focal point.
This is looking awesome! I love the four sided thing you have going on. In your last image, I noticed that the handle tapers in towards that middle golden ring. It looks a little anemic to me, like it would snap easily at this point. Perhaps bulk it up a little or at least make the handle have a solid, flush line.
Looking good so far. I think you should rethink the handle. The normal or gold lins are really wavey. I think some dark red/maroon horizontal straps would work besrt and would add more texture/material variety. I also agree with udlokken about the squeeze in the middle.
The top feels pretty cool, but it might be a bit too noisy for the art style. Maybe combine the two gold bands you have on the top into one and raise it's center edge a bit?
Otherwise the color and separation of shapes feels VERY strong.
Maybe it's my screen but you seem to have a lot of black areas going on. You should lighten them up a bit with some additional colour, brighten up the ambience overall basically.
It's coming along, but I really think you should shy away from the pure blacks, especially in the gold areas. Also, if you take a look at the Angelic ref, the golds are almost on the red side.
I think with some more polish, this is a solid entry.
Replies
Haha I agree
I did notice a few things that you could tweak that might help kick it to the next level of awesome. Your concept nailed a really beautiful sense of rhythm. It's tricky to keep that same feel in the 3d and it seems to be happening a bit in your sculpt, but it's really not a difficult tweak to make (the beauty of 3d!). I did a quick img to show what I mean.
Keep rocking this!! It's great to see it coming together.
I had just finish the low poly model of my mace and i begin texturing, thx for yours advices that i follow with a great interest .
I have almost finish the texturing of my mace !
This is the diffuse map ( I will make the normal and spec map soon ) , yours advices are welcome !!
I 'm not yet completly satisfy, and I need yours opinions
thank you all !
As for fixes maybe punch up the highlights on the mace-head's gold because it seems rather dull to me right now, however you may be planning on doing that more with the spec map in which case carry on.
Also somewhat related to that, normally there tends to be a gradation from light to dark from the top to the bottom of a model, to indicate fall-off of the implied top down light etc (I'm sure you know this stuff), however right now you seem to have the opposite, the pommel of the hammer is much brighter and draws my eye more in these renders than the mace-head which really throws me off.
And like I said I love this design, specifically the head of the mace, so I don't think it should be playing second fiddle to any other piece of the model. So I'd maybe rework the lighting in the texture somewhat to make sure the business end of the mace stays the focal point.
Otherwise the color and separation of shapes feels VERY strong.
I think with some more polish, this is a solid entry.
I am more satisfied and i hope that you too .
Thank you again for your feedbacks, and if you have other , I take it !
Good luck everybody !
All it really needs is a brighter light to really make it look heavenly. You're not doing the presentation any favours with such a dark light.
I edit the lighting and specular map ( thx habboi ) !