forgot to post the sculpt render :P that paint over loses some of the detail
Looking at the glow, i'm definitely not going that bright, i'll probably make it some sort of crystaline blade with a slight inner glow of some sort, allowing the details to show through alot more. atm that glow destroys them lol.
Ok last update before i get some sleep. Revised the colour and especially brightness of the axe here, using the matcap for some of the nicer tones and highlights to get an overall more organic feel. Also made a new test with the character using the new blade.
The colours i think are pretty much how i want them now, will see if i can get the textures looking as close to this as possible fingers crossed.
Sod it, i'm giving this an eye. give it more pressence and links in more with the demonic style. plus there's a perfect place to put it, and it'll helpt bring the whole thing together i think. (i know i said i wouldn't but now i can't resist.)
I'm also going to add some wrapping round the handle and give the skill carving at the top of the handle the same colour treatment as the skull in the pommel. Oh and add those runes.
ok this is pretty much the last update to the sculpt before i start the low poly and bake process. If there's anything that needs adding, changing drastically, nows the time to mention it!
Looking really good, the only thing that kinda bothers me and something I would want to rework, or at least try is grouping some of the vein structures into bigger more jagged shapes. The big vein in the mid section of the axe reads really well and I think reads better from a distance. in this pic you can see they avoid tiny veins and keep them well defined, I imagine it will be easier to texture as well.
Cheers Churro, yeah the veins definitely needed beefing up more. I don't want to get rid of lots of them so i've merged a few and general beefed the rest up. Some have also been flattened slightly. Also added a few more scrapes and cuts to the blade.
Hey all. Been busy on this, got the textures going now. Probably going to look at changing a few things up but i've managed to get them pretty much identical to the paint overs i did. I'm going to try and get more out of the spec if i can also.
Thanks guys. I'm still thinking about the colour scheme on it too. I'm going to try removing the green and having a more generic metal blade, but mix in more blues with the red/purple, and do some more with the blue glow.
Also removed the straps on the handle, really doesn't work. Will post up progress tonight.
So I came up with a new colour scheme. It appears heavily influenced by Ghost Rider, although i only noticed it after I'd made it O.o
Wasn't actually intending for the skin bits to apear as molten rock, but what the heck, it works
There are a few issues still, although they've been sorted since i took the shots, one is a small normals artifact that only seems to show in UDK and not max (base of the large blade) and some visible seams that i'm working on hiding, likely going to use the viewport canvas tool in max or something like that.
Cheers i'm not totally sure it'll be the final but it's definitely looking like it atm. Will see what other scheme i can do, but it'll be hard pressed to beat it at least for theme anyway.
Small update, desaturated the texture a bit and given the tendrils a small outline to give them more presence (might still remove a bit of it, make it more transparent or something)
This shot is without udk post processing.
Also changed the spec a touch in places, was getting hardly any spec lighting on the skin areas.
Skyerzzyeah, the green had no focus, it was really a mismatch of colour attempting to be something, really happy with the way this second attempt has turned out.
I also did try seeing what it looking like with the runes lit, but they're a bit too small for the resolution to be any good when putting more colour inside them, especially if i still want a bit of a black outline there too. Tbh it gives it a nice contrast and feel with them black, as if they were destroyed by the possessing demon when it corrupted the weapon.
cheers guys. Thanks for the advice on the normals in UDK Habboi that'll likely fix it. The handle i think could do with improving, i'm going to look at making the central section more of a metal column sort of thing and will improve the bland looking section on the rear and top of the pommel.
I'm glad you decided to change the butt of the handle. lol I just noticed the silhouette down there and it reminded me of my own axe. Great progress. I'll keep an eye on your work.
finally got my head round Marmoset tonight, also trimmed more tris off the axe, although i'm still finding more to save. Doubtful that i'll make it anywhere past 1,800 though. Shouldn't matter too much though, i'm just happy its now under 2000.
Just noticed, there seems to be something going on with the render polys on one side of the mesh seem to be in grayscale while it's fine on the other side... bug in Marmoset?
The only issue I have with that render is that it looks a little washed out. Saturate that fucker so you really make peoples eyes fall out of their stalks.
Oh by the way you should check out Meshbin. It lets you upload your model to a 3D previewer so people can rotate it and stuff. It's pretty basic but it adds a nice form of presentation.
Cheers yeah i think the overall image contrast and saturation was throwing the colours off. PS also kept blurring the renders becuase i'm tired and i was dragging them in as smart objects and then cropping to fit them rather than resizing them correctly ><. Sorted now.
I'm going to check out that Meshbin though! looking forward to how it looks in that.
Unfortunately no not enough time on my hands, to be honest i've been pushing it as it is, just couldn't resist! My thesis is going to require alot more attention from now on, well at least till it's deadline which isn't too far away
But yeah, it's been quite a fun experience plus i've learnt a fair bit especially in regards to low res texturing.
More updates! well, minor update. Added a shiny bit to the blade edge just adding this small bit really changes the whole axe imo. looks so much more lethal now. Not sure if i should add something similar to the other blades or not.
One thing I did notice, not sure if it is due to meshbin or not. (first i've heard of meshbin... pretty neat!) You have a pretty noticeable seem along the handle. The texture looks stretched/blurry. You can see it when you look down the edges of the blades.
Replies
Looking at the glow, i'm definitely not going that bright, i'll probably make it some sort of crystaline blade with a slight inner glow of some sort, allowing the details to show through alot more. atm that glow destroys them lol.
The colours i think are pretty much how i want them now, will see if i can get the textures looking as close to this as possible fingers crossed.
I'm also going to add some wrapping round the handle and give the skill carving at the top of the handle the same colour treatment as the skull in the pommel. Oh and add those runes.
Also need to reduce the tri's too. 2k atm
It's in UDK atm.
Also removed the straps on the handle, really doesn't work. Will post up progress tonight.
Wasn't actually intending for the skin bits to apear as molten rock, but what the heck, it works
There are a few issues still, although they've been sorted since i took the shots, one is a small normals artifact that only seems to show in UDK and not max (base of the large blade) and some visible seams that i'm working on hiding, likely going to use the viewport canvas tool in max or something like that.
I like the sharp transition into the burning souls!
This shot is without udk post processing.
Also changed the spec a touch in places, was getting hardly any spec lighting on the skin areas.
Skyerzz yeah, the green had no focus, it was really a mismatch of colour attempting to be something, really happy with the way this second attempt has turned out.
I also did try seeing what it looking like with the runes lit, but they're a bit too small for the resolution to be any good when putting more colour inside them, especially if i still want a bit of a black outline there too. Tbh it gives it a nice contrast and feel with them black, as if they were destroyed by the possessing demon when it corrupted the weapon.
Thought it needed the actual demon other than just a carving in the handle. Replaced the eye thing with it.
heres the sculpt:
The only demons i've seen recently are from supernatural so it's kind of mix of what they look like-ish.
here's my first decent Marmoset render:
Oh by the way you should check out Meshbin. It lets you upload your model to a 3D previewer so people can rotate it and stuff. It's pretty basic but it adds a nice form of presentation.
I'm going to check out that Meshbin though! looking forward to how it looks in that.
http://www.keenleveldesign.com/modelviewer/m.php?id=4f6136a98cb98
Does polycount have support for embedding Unity?
This is a beast by the way. Good job. You going to do any more weapons?
But yeah, it's been quite a fun experience plus i've learnt a fair bit especially in regards to low res texturing.
http://www.keenleveldesign.com/modelviewer/m.php?id=4f6241bb270fc
meshbin preview is also a good idea. didn't even knew that there is such a thing..
One thing I did notice, not sure if it is due to meshbin or not. (first i've heard of meshbin... pretty neat!) You have a pretty noticeable seem along the handle. The texture looks stretched/blurry. You can see it when you look down the edges of the blades.