Hey guys! I don't really have much going on right now* so I figured I'd get in on this sweet Darksidery action.
*lol jk, but seriously, this looks like lots of fun, and I've always wanted to try my hand at this sort of art style. To start I'm going to attempt a "Kingdom of the Dead" style axe and then if there's time, the other two (there won't be time).
Here are some thumbnails, conveniently numbered for your convenience:
Replies
Rilem: haha it's good to know I made the right choice then
suburbbum: whatever floats your boat man
(also thanks for the comment)
BoBo_the_seal: Thanks, man! (and then multiply that by 100 for the livestream - insanely helpful)
tsabszy: thx!
update!
Almost done with the base mesh for zbrush. There are still a few things left on it to do (the pommel, some other stuff, etc.), but I think I'm making pretty good progress.
Also, I wasn't sure if I should ask this here or in the general QA thread, but right now my mesh is sticking out the back of the proxy (I think the proxy is biased towards the front). Is that a problem?
- BoBo
Zbrush base is done. Time to sculpt this mofo
I tried to make the skull more Darksidertastic, so now he is a disgruntled skull instead of an apathetic one.
The similarity to the concept is outstanding.
*SUBSCRIBES*
What did you build your mesh in before taking it into Zbrush?
-Woogity
Maph: thanks man
Minsk: I'm also curious about how those will turn out
suburbbum: Thanks a lot man. I went to check out how your mace was coming along. Already started on your second weapon? You're out of control
EiGHT: well I do what I can
Ravenslayer: thanks
Simon19921: thanks for the comment man. As for tris, do you mean in zbrush? Because right now that's sitting at like 13.something million total points, however many tris that is (it's just because I have a bunch of extraneous subtools clogging up the file). Or do you mean the basemesh? Because then that would be uhh...I dunno. It doesn't really matter to me 'cause I just remesh it in zbrush anyways.
Daedalius: plain old maya
woogity: thank you very much sir
Alright update time!
It doesn't look that much different from the last one; I've mostly just been refining edges, giving the skull some teeth, you know. I've also started adding more scratches and general wear, of which I still need to add way more. Still lots to do, but I'm hoping to finish tomorrow or at latest Thursday so I can start retopo-ing.
I really like your axe. Good shape, nice update, really clean and pure.
You created your base mesh polygon by polygon in a 3D software or you do a rapid sculpt with a dynamesh and do a clean retopo?
Ganon: I made an ugly base mesh in maya and just remeshed it in zbrush. Obviously not the most elegant method, but it gets the job done.
Skyerzz: haha thanks
AimBiZ: I, er well..uh....damn. Now I kinda wish I had seen your post sooner
eh whatever I'll just keep going with what I have. Thanks for the critique
update!
I've gotten a shit-ton of stuff done since the last one. Stuff like: the low-poly (1500 tris :poly142:)! And: textures! (well normals and ao).
I feel like the normals turned out pretty ok, even though the uvs are terrible (paranoia about texture bleed and all that - they turned out more like galaxies than islands in terms of separation).
final sculpt, low poly w/ normals/ao, lowpoly wires:
So yeah, first time hand-painted texturer, long-time viewer-of-hand-painted-textures, but I'm enjoying it so far. If you held a gun to my head and asked me which was more difficult, hand-painted textures or photo-overlay textures, I think I'd have to say hand-painted.
Anyways, I'm having a moral dilemma that I'd love some feedback on (it's about da glow). Should I go with glow? Or is glow a no go fo sho?
This.
The glow in the center is almost as if something is trying to 'Break out' but the blades don't look thick enough to be emitting anything so it looks more like it's been smeared on if you know what I mean?
Looks awesome though dude, I wouldn't have guessed it was your first go at hand painted textures.
Always you can make something similar to this: https://us.v-cdn.net/5021068/uploads/wp-content/uploads/2012/02/DS2_Polycount-Mace011.png
Glow in center and more intense in deeper holes. And don't forgot to ad glow color a bit to nearby elements like seen on those handle straps below skull in given example.
PS. Probably it would be much helpful for you to try projection painting if you don't use it right now.
Great bake and awesome work all around though! Keep going man, this is surely going to be in the top!
Jungsik: How do you know my name!!!!:poly101:
TehSplatt: haha thx
So...I might call this finished (unless someone points out something glaring). I just want to move on to the next one
w/ glow:
w/o glow:
While I applaud the overal piece (Looks great!), when you compare it to other weapons it might fall out of place. Maybe you can try and find something that could fix that before the deadline. (like simplify the handle more)
Daedalius: thank you
EVIL: Thanks for the crit man. I'll have to see what I can do about that.
So I had (stupidly) thought that I might be able to get another weapon in under the deadline (I had even started a concept and everything!). I'm going to be way too busy for that though, so I'll just continue fixing up this guy, reducing noise and whatever. No update pics this time, but I will post up the final renders, texture sheets, etc. before the deadline
zelldweller: Don't worry! It's never too late for critiques! And thanks! Have a nice day!
So I'm done. Not because I want to be, but time constraints - you know. Also like I said in my last update, I just wanna work on something new. It was really fun working on this and also I learned more than one thing too (like maybe 100).
I ended up reducing some of the complexity of handle and while I don't know if it's enough, I do think it helps a lot.
Also, just because I mentioned that I'm finished working on this piece, it doesn't mean that more critiques aren't welcome, just that their impact will have to carry over to the next Polycount Darksiders 2 weapon-making contest. Besides, I still have a shred of self-esteem left, and that simply won't do.
Also, also: I guess I'm not 100% done. I still have to render a wireframe, compose the texture sheets, etc for the final image.