These feel somewhat small, like they'd be great for one handed weapons but not for heavy. Bulk them up a bit and extend the handles and you may have something great. That being said, I enjoy the first one for matching DS style.
Neat designs so far! Love the middle one, reminds me of a dragon, I love dragons
The first one has a neat skull shape and the one on the right definitely looks like an angel weapon. Looking forward to seeing how you progress.
JUSTIN!!! Hey man, fancy seeing you here Are you taking part?
praetus, thx man, yeah the scale is off i know. Just working on ideas.
Raven, thx dude!
OrganizedChaos, thanks man! I wasn't sure how suited the dragon was to DS, but I couldn't resist. But hey...if you like it then it cant be too wrong eh? hehe
Here's some more scale appropriate ones. I wanna play a bit more before committing to a design...concepting these is way too much fun! I could use some advice for which ones are working best though, as I probably have to choose my final one soon.
Cool, thanks for the feeback guys! Yeah i've been bouncing around on the scale a bit. Just noticed the QnA thread with the scale-ref so hopefully ill get it right next time, haha! Here's another one for now, with a few more comin along.
Here's another one, polished up the dragon one from the first set of thumbs. God...just got a bunch of Armin van Buuren mixes from back in the day. Why is trance from 10 years ago so much better?! Am i getting old? lol...
The council hath spoken! I guess I'm done with the concept stage.
BoBo, YES! Nice bit of concept jujitsu...that looks like it was supposed to be! Thanks for the suggestion, I'm totally doing that.
OrgChaos: Thanks man! I'm glad you like. You know, I totally forgot about the GIANT freaking dragon in the original...duh. I might still try to do the axe if i have time.
Inpw, suburbbum, Maph: Thanks for helping me decide...sounds like its pretty much unanimous!
Here's some tweaks and playing with the colors. Still a few more things I'd like to fix. Read my notes from the bottom up...just realized it's reversible...lol...
Lookks great man, but my suggestion is to be carefull when sculpting that claw if your not carefull becouse of how the transition between the hilt and the pummel look they could look more like roots rather than a claw, but then again who says it wouldnt look cool with it beint roots :P
Blackstone: I agree, I've changed it up a bit last night. that part was bothering me.
So...I have a question, in case one of the DS team is around to answer. I was looking back over my concept, and was concerned that it does not incorporate enough of the decorative elements from the crow temple examples (the bevel and trim designs and abstract patterns). Is going for a more organic version like mine still appropriate, or should I try to incorporate some of that flavor to make it usable to you guys?
Man, finally getting some time to work on this. Took care of the basemesh. No real sculpting yet, just blobbing in the shapes. Tomorrrow or Friday I hope to have some solid shapes defined.
Great start on the model/sculpt. One concern might be the shortness of the handle. It looks more one-handed to me. Have you tried putting it on a scale reference image?
jmt: Hey man, yeah you were right. Thanks for pointing it out. I adjusted it a bit. I think I might still need to move some things around looking at it. I have it matched up, but theres some overlap going on that im not 100% about.
Fabian: Thanks dude! yeah...crow temple is hard. Im glad you think I'm hitting it cause Ive been struggling with it a bit. Glad I'm not the only one
So I decided my old crow skull just wasnt working. It didnt match the style and it really didnt have the tension and "spring" of darksiders, so I spent some time adjusting it. I think the it's bringing it back in line to where it needs to be. It set me back a bit, but it needed to be done. LOTS still left to do...this week is gonna be interesting. o_O
I did another honesty session with myself tonight, and took a look and what needed fixing. There's some more adjustments that I think are needed but it'll be worth the pain. Here's what I'm thinking:
I agree with the splaying of the handle towards the top to match the pommel, but honestly I liked the T-shape a lot. It gave it a very sturdy feel, but I can see how the angular design plays well to the rest of the weapon.
Thanks for the feedback guys. Sub: thanks man, yeah i wasnt hating it, but there was this certain rhythm that I saw in the crow head I was referencing that felt so "Darksiders". I felt like it really needed that.
Orb: Great! yeah i was really trying to get at that. I'm glad it's coming across.
Here's the adjustment so far. Most of the gross part is out of the way, but the top part is a mess right now. Need to clear or remesh tomorrow and make it look like feathers instead of dino quills.
Also, did a last minute overlay with ye olde scaleref img, which reveals a few other tweaks that need doing.
Hmm, that's probably not going to work based on the bounding box requirements.
This image shows them roughly: Scale Example
I'm quoting directly from the contest page here:
Green – The bounding box of the weapon head. This represents the contact area in-game.
Yellow – Handle Transition. We make use of squash and stretch in our animation. This area (along with the weapon head) will scale up in some animations.
Orange – Grip-able surface. Death must be able to grip anywhere within this section. Please do not make this area much thicker than the proxy or Death’s hands will clip through it. Additionally, do not curve this section.
Blue – Pommel. This is simply a decorative detail/end cap. Exceeding this might result in Clipping with the environment during idle animations.
And here's a link to the example 3D files so you can try and scale it all correctly: Template Zip File
SH: Yup! you are correct. Thanks for reminding me though. I've been keeping that in mind and I'm aware of the restrictions. There is some adjustment that i still need to do. I'll have to find a good compromise between the good flow of the design and the rig. That's gonna be tonight.
Here's to show a comparison. Clearly some things that need to be tweaked, but in my experience the division points of the rig are the primary concern. The only transformations will be in the head and yellow area, so I am trying to ensure that those scale well together. (I should check to see if they scale proportionally though, if not that might cause issues) I might need to bring the beak in a bit , or maybe just scale the whole head down slightly. The colored areas show the break up of my intersection meshes.
Thanks dude! No worries! Come hell or high water, im finishing this goddamn thing! I already had the talk with the GF and told my friends to leave me alone
Been doing LOADS of tweaks. I had a lot of fixing to do after adjusting my design, so now im more or less where I left off. Started back on the sculpt and moving it in the direction it needs to go.
I think the scale issues should be fixed too, although i would be great to get an ok on it. Not too hard to adjust if I need to though.
There aren't many crow entries so it's refreshing to see you doing it. Assuming those are crystals then this picture should help you when texturing them.
Fabian, ParoXum: Sweet! thank you guys! I really appreciate the encouragement.
Habboi: Cool man! thx for the link. Do you mean the orbs? Those are something I saw in one of the crow temple ref pics, some kinda milky white ball that looked pretty sweet. I wanted to incorporate it and just thought the black looked cool while i was sculpting hehe. made em easier to pick out from my other mesh too.
I really need to start on my low-poly, but I diverted for a bit to get an idea of what the colors might end up being, just to ensure that all the elements read well once I have my tones and hues involved. Here's the latest mesh and color paintover.
Things to do:
1. Make the crow head less mushy and chisel/bevel/nick/polish everything just right.
2. Make the handle slightly assymetrical at the bottom to blend into the pommel.
3. polish the wraps a bit.
4. do a final fine detail pass for chips and cracks n stuff.
Aaaaaaah! I'm hoping I can get decimation master to play nice so I can make up time on the retopo.
Replies
The first one has a neat skull shape and the one on the right definitely looks like an angel weapon. Looking forward to seeing how you progress.
praetus, thx man, yeah the scale is off i know. Just working on ideas.
Raven, thx dude!
OrganizedChaos, thanks man! I wasn't sure how suited the dragon was to DS, but I couldn't resist. But hey...if you like it then it cant be too wrong eh? hehe
Here's some more scale appropriate ones. I wanna play a bit more before committing to a design...concepting these is way too much fun! I could use some advice for which ones are working best though, as I probably have to choose my final one soon.
Cheers!
Here's another one, polished up the dragon one from the first set of thumbs. God...just got a bunch of Armin van Buuren mixes from back in the day. Why is trance from 10 years ago so much better?! Am i getting old? lol...
Daphz, thanks man!
- BoBo
Oh and yeah, I'd imagine dragons should be fitting enough, there are those serpent type dragonish thingers in the trailer.
BoBo, YES! Nice bit of concept jujitsu...that looks like it was supposed to be! Thanks for the suggestion, I'm totally doing that.
OrgChaos: Thanks man! I'm glad you like. You know, I totally forgot about the GIANT freaking dragon in the original...duh. I might still try to do the axe if i have time.
Inpw, suburbbum, Maph: Thanks for helping me decide...sounds like its pretty much unanimous!
Here's some tweaks and playing with the colors. Still a few more things I'd like to fix. Read my notes from the bottom up...just realized it's reversible...lol...
Blackstone: I agree, I've changed it up a bit last night. that part was bothering me.
So...I have a question, in case one of the DS team is around to answer. I was looking back over my concept, and was concerned that it does not incorporate enough of the decorative elements from the crow temple examples (the bevel and trim designs and abstract patterns). Is going for a more organic version like mine still appropriate, or should I try to incorporate some of that flavor to make it usable to you guys?
Thanks!
Fabian: Thanks dude! yeah...crow temple is hard. Im glad you think I'm hitting it cause Ive been struggling with it a bit. Glad I'm not the only one
So I decided my old crow skull just wasnt working. It didnt match the style and it really didnt have the tension and "spring" of darksiders, so I spent some time adjusting it. I think the it's bringing it back in line to where it needs to be. It set me back a bit, but it needed to be done. LOTS still left to do...this week is gonna be interesting. o_O
I did another honesty session with myself tonight, and took a look and what needed fixing. There's some more adjustments that I think are needed but it'll be worth the pain. Here's what I'm thinking:
Orb: Great! yeah i was really trying to get at that. I'm glad it's coming across.
Here's the adjustment so far. Most of the gross part is out of the way, but the top part is a mess right now. Need to clear or remesh tomorrow and make it look like feathers instead of dino quills.
Also, did a last minute overlay with ye olde scaleref img, which reveals a few other tweaks that need doing.
This image shows them roughly: Scale Example
I'm quoting directly from the contest page here:
Green – The bounding box of the weapon head. This represents the contact area in-game.
Yellow – Handle Transition. We make use of squash and stretch in our animation. This area (along with the weapon head) will scale up in some animations.
Orange – Grip-able surface. Death must be able to grip anywhere within this section. Please do not make this area much thicker than the proxy or Death’s hands will clip through it. Additionally, do not curve this section.
Blue – Pommel. This is simply a decorative detail/end cap. Exceeding this might result in Clipping with the environment during idle animations.
And here's a link to the example 3D files so you can try and scale it all correctly: Template Zip File
Hope this helps!
Here's to show a comparison. Clearly some things that need to be tweaked, but in my experience the division points of the rig are the primary concern. The only transformations will be in the head and yellow area, so I am trying to ensure that those scale well together. (I should check to see if they scale proportionally though, if not that might cause issues) I might need to bring the beak in a bit , or maybe just scale the whole head down slightly. The colored areas show the break up of my intersection meshes.
Been doing LOADS of tweaks. I had a lot of fixing to do after adjusting my design, so now im more or less where I left off. Started back on the sculpt and moving it in the direction it needs to go.
I think the scale issues should be fixed too, although i would be great to get an ok on it. Not too hard to adjust if I need to though.
http://upload.habboi.co.uk/original.jpg
Habboi: Cool man! thx for the link. Do you mean the orbs? Those are something I saw in one of the crow temple ref pics, some kinda milky white ball that looked pretty sweet. I wanted to incorporate it and just thought the black looked cool while i was sculpting hehe. made em easier to pick out from my other mesh too.
I really need to start on my low-poly, but I diverted for a bit to get an idea of what the colors might end up being, just to ensure that all the elements read well once I have my tones and hues involved. Here's the latest mesh and color paintover.
Things to do:
1. Make the crow head less mushy and chisel/bevel/nick/polish everything just right.
2. Make the handle slightly assymetrical at the bottom to blend into the pommel.
3. polish the wraps a bit.
4. do a final fine detail pass for chips and cracks n stuff.
Aaaaaaah! I'm hoping I can get decimation master to play nice so I can make up time on the retopo.
I MAEK DE BAEKS!!! so...so...happy.
The hump...she is almost over. Now I'm allow to go eat.
Took way too goddamn long, but the Retopo/UV is done! yeeeeeah!
14 hours to go!!!
Been plugging away at the colors, but my brain is seriously seizing up. Break time! 7 hours...sheeeeeeit!
my god......so close...