So,
Here's being my first challenge here it's good that it's an art style i'm very familiar with.
Having done tons of warcraft stuff and being heavily influenced by Joe Mad in the first place.
I felt comfortble entering this one.
I'm very raw whe nit comes to modelling because i'm a huge noob at it at this point. But this challenge for me is for learning purposes. So guys, don't be light on criticism. I'm very thick skinned.
My final concept.
Is basically a huge nail hammered in the top of a skull.
Kingdom of the Dead themed.
I Don't know how much of it i'll be able to realize in 3d. But I'll try my best.
Replies
braains!
I Thought of that. Making multiple nails spiking out. But i started to think it could hurt my polycount in the end. I like the idea. My first sketch of it had a few more nails.
But i'll accentuate the nail. That's good. I'll make sure to do that while modeling.
Thanks dudes!
At first i thought of making it of made of metal.
I think that wood isn't the best choice yet. But i think it gives it a little more variety of materials.
I'll try metal and bone too.
I'm making it metal sculpted as bones =D
Will post construction shot soon
I think some leather wrapings on the handle will make it more interesting.
I'm modeling on Blender 2.6
There are several things i wanted to ask you guys before i move to sculpting.
I told you guys i'm new to this so here it goes:
1 - My Hammer is currently 1168 Quads. I'm having trouble converting it to triangles without doubling that count. Is there a way for me to do this more efficiently ?
Comm: I tried eliminating as much useles geometry as i could on the skull, the main nail. But if i cut out everything the mesh will lose form. It's one of the things i struggle with being so inexperienced with 3d. I don't have any hopes of winning this one but i'm here for the experience and if you guys would be inclined, your help illumating on some issues for me.
2 - I already know the basic drill of UV Mapping and Baking normals.
But i have one question that lingers.
For an example:
I have my skull in quads at this moment. If i sculpt it from the mesh in quads, bake the normal map from that model with quads, will i be able to use it in a model with Tris ?
Thanks in advance for the help, fellas.
I deeply appreciate it.
2) As stated in the above answer, you wont be using this base as your final model, but instead a whole new mesh. You can bake any model on any mesh. You could make a square plane and bake your mace onto it, in the end its just a file texture just like your diffuse or specular. Hope this helps answer yours questions. Great concept
Thanks a lot!
I thought the difference between quads and tris affected the baking.
In my own opinion my stuff are a little bit to BLOBBY. But i don't know how to avoid that yet.
This is only my THIRD full 3d model. Ever. And this is my first full sculpt on zbrush too. So like i said, learning process for me.
Please put your thoughts below, and if you have some tips and tricks i'd be very grateful!
Thanks dudes.
I hurt my left index finger badly a couple of weeks ago and it delayed me beyond the point of no return.
I was at the stage of retopology but my rawness in 3d land got the better of me. As i am not as agile as many of the talented modelers in this forum.
Plus painting the texture would've taken quite awile so i wouldn't be able to finish it today anyways.
I'll finish it just for the sake it and for the learning process.