Kick. ass. I wonder if you could use those 180 tris to make some areas pop more (the bottom area looks really low for example. Just nitpicking though, I'm more excited to see the angel axe instead! :-D
Man sometimes I wonder why I bother going up against people like you. This looks really good. I love how the colours turned out, you are a great painter
I do however think that the highlights on the skull are too strong and are coming out really white, and I would bring some more blue back into the mouth emissive texture for the same reason. Bobo mentioned in the livestream not to have black in your diff just in the off chance it bleeds.In the middle and left view i looks like your normal is smeered. The right side blade has a natural shadow going on there.
Looks good for a start, but I think the details in the center of the head looked better in the concept, broader essentially (or narrower, if you look at the valleys)...also the hilt regions lost a lot of their curvature...
Yea, I would say a lot of this particular design should ultimately be poly-modeled, rather than sculpted, especially the art deco trim-type stuff. The geometric forms are part of what make this visually interesting, and you would definitively have an easier time accomplishing those nice, clean plane-breaks in a traditional modeling app. I mean, by all means hash it all out in zbrush, but I would suggest some clean up afterwords - primarily for baking purposes, but also just in terms of saving urself the trouble of obsessing over polishing the hell out of everything.
edit: Also, just a quick critique of the concept: the ovular spiraling protrusions originating from just below the wings seem to defy the angular rules you have implemented throughout the design of rest of it. If you could introduce some corners or something into them, it might help them not stick out as much, but at the moment they are also in this awkward directional middle ground between the wings and base. I hope that was clear, but I'm just trying to convey how that particular element seems out of place.
I would also suggest tweeking the emblem in the crest of the angel's breastplate a bit. Just because right now it strongly resembles an inverted mass effect relay, so perhaps adding some bulk to one end of the emblem or something to that effect, will prevent that association. I'm not sure if it was apparent to other ppl as it was to me, and really, it doesn't appear that way in the model thus far anyway, so it may be fine. But I just wanted to point out that others may also make that correlation especially if it is presented as a focal point.
Wow, thanks for the crit guys. I was kind of battling between just sticking with 3DS Max for the majority of it or if I should try some new stuff in Zbrush, but I guess you're right and I should just model it traditionally. Thanks for pointing out the design flaws in the spiraling section and the emblem. Honestly, that emblem was referenced from concept art of angels from the first DS game, so I don't know. I'll do my best to make it look more like a sword (or just actually put a sword in there).
I've got a lot to do and not a lot of time to do it in.
According to Bobo, people only need a weekend to make a weapon XD
Your design is really good and I'm certain you'll still get enough Zbrush experience to improve your skills. I'm saying that cause it sounds like you wanted to learn more about Zbrush rather than stick with the norm of 3DS.
I agree, zbrush can make awsome hard surface stuff, i think your screens from zbrush look really good, it`s work in progress, a couple more hours of work and it will be exactly as the concept.
According to Bobo, people only need a weekend to make a weapon XD
Your design is really good and I'm certain you'll still get enough Zbrush experience to improve your skills. I'm saying that cause it sounds like you wanted to learn more about Zbrush rather than stick with the norm of 3DS.
I am pretty sure about this. You need to improve your zbrush skill more.
It should not be finish everything in Zbrush.
High poly is done. I did a test retopo and I still had like 400 tris left so I'll make it all purty before I post any updates. Thanks for the encouragement guys.
Also, I'm not really sure what the status is on this Zbrush argument. I used 3DS Max and Zbrush pretty equally in creating the axe. Updates tomorrow.
Been sick for a couple of days. Here's some sculpt action. Not as impressive as I'd hoped, but I'm short on time and I need to get texturing. Not sure if I'm going to have time to make the mace this weekend, but I'm going to try.
I'm currently playing through Darksiders II for the first time. This is my favorite heavy weapon in the game. When I noticed the Polycount logo at the top of the mace, I came looking for it here. Very cool seeing that it came from the community, and very cool being able to see the process... even after all these years. Congrats man!
Replies
I do however think that the highlights on the skull are too strong and are coming out really white, and I would bring some more blue back into the mouth emissive texture for the same reason. Bobo mentioned in the livestream not to have black in your diff just in the off chance it bleeds.In the middle and left view i looks like your normal is smeered. The right side blade has a natural shadow going on there.
- BoBo
http://meshbin.com/m.php?id=4f6275a2b8ddb
edit: Also, just a quick critique of the concept: the ovular spiraling protrusions originating from just below the wings seem to defy the angular rules you have implemented throughout the design of rest of it. If you could introduce some corners or something into them, it might help them not stick out as much, but at the moment they are also in this awkward directional middle ground between the wings and base. I hope that was clear, but I'm just trying to convey how that particular element seems out of place.
I would also suggest tweeking the emblem in the crest of the angel's breastplate a bit. Just because right now it strongly resembles an inverted mass effect relay, so perhaps adding some bulk to one end of the emblem or something to that effect, will prevent that association. I'm not sure if it was apparent to other ppl as it was to me, and really, it doesn't appear that way in the model thus far anyway, so it may be fine. But I just wanted to point out that others may also make that correlation especially if it is presented as a focal point.
I've got a lot to do and not a lot of time to do it in.
Your design is really good and I'm certain you'll still get enough Zbrush experience to improve your skills. I'm saying that cause it sounds like you wanted to learn more about Zbrush rather than stick with the norm of 3DS.
I am pretty sure about this. You need to improve your zbrush skill more.
It should not be finish everything in Zbrush.
Also, I'm not really sure what the status is on this Zbrush argument. I used 3DS Max and Zbrush pretty equally in creating the axe. Updates tomorrow.
As soon as you posted the first concept I knew it would do well. You deserve it man.