Great design although I'm unsure about the chains. Mainly because I don't think they made it clear whether we can have jiggly bits. Regardless it looks like it could deal some real damage.
You may exceed the dimensions of this proxy slightly but you are encouraged to keep your design contained within the boundaries of the individual sections. [...] We make use of squash and stretch in our animation. This area [the handle] (along with the weapon head) will scale up in some animations.
neato! I like the bottom piece being cross-like in the original concepts, having it attached that way I kinda loose the cross shape. also do u know which class you are aiming for? seems makerish or angelic at the moment. Can't wait to see this later on!
to what Bobo said> remember it's a third person game, and that you're only going to get a 512.
Bigger, more easily read details from over the shoulder are the way to go
Omg its Mysterio !!!. I'm really digging the hammer head and how its fastened in there, but I'm not a fan of the round studs all over the handle. I'd change it to wraps to vary up the materials and the spec map.
I agree with Skyerzz. The handle is looking too clean and modern, as apposed to gritty and old. Making the handle covered in wraps or wood might bring it back to feeling like it fits in the game universe a little more.
so much small details, I think your model looks great! but I have the feeling you are missing the style of darksiders. Everything including the details should be super rough and exaggerated, almost like a comic book.
This gets me all hot and bothered, but like EVIL said, the details should be exaggerated. I don't know how many of the small details you have would show up pin the end.
It's damn good, but I don't want you to do all of this work and have it turn out differently.
Evil and Sub have the jist of it. Many of those details are going to be lost in game, and worst even create a blur on your model. When you are working on the details; picture your model in game with Death in the center holding it, on your tv, with you sitting 3 or 4 feet away. Now all the detail you want is what you should see with the model about that size. You don't have to make it Disney cartoon huge, but taking what you have right now and exaggerating the proportions a few steps could get you close to what would be used in game.
What they mean is that you should make smaller details larger and possibly define larger details more to make sure they will show up from a distance. Details that are too small will likely not show up very well or turn into a noisy mess.
Keep it up though, I'm really liking your concept and how it's turning out
Replies
- BoBo
I guess thats what he meant.
stands out from the crowd.
The ring on the bot may get in the way? big big perhaps, not sure.
Anyway, looking forward to seeing this move along! one of my favs so far.
- BoBo
Bigger, more easily read details from over the shoulder are the way to go
It's damn good, but I don't want you to do all of this work and have it turn out differently.
Evil and Sub have the jist of it. Many of those details are going to be lost in game, and worst even create a blur on your model. When you are working on the details; picture your model in game with Death in the center holding it, on your tv, with you sitting 3 or 4 feet away. Now all the detail you want is what you should see with the model about that size. You don't have to make it Disney cartoon huge, but taking what you have right now and exaggerating the proportions a few steps could get you close to what would be used in game.
Keep it up though, I'm really liking your concept and how it's turning out
Here is an example of what I'd have my guys do with the detail your doing:
Again, Larger Chunkier details.
Hope this helps.
- BoBo
http://www.polycount.com/forum/attachment.php?attachmentid=3974&d=1331571462