So I am still undecided on which weapon type I will be making, I am keeping my options open. The starting concept will play a huge part in this contest so I want to make sure I make something unique and awesome. I have a few ideas below, just quick sketches. Wanting to get some feedback and pick out 1 or 2 of them to really dig in and detail out. So let me know what you guys think.
Latest and Final:
Phew, here it is, the final submission. It was fun, I learned a lot thanks to bobo and the feedback. Good Luck to everyone and good night.*
Nice to see everyone busy working and so many great weapons popping up left and right as the night continues. Here is my latest texture update. I am finally starting to like it and get over the whole "its never going to be good enough I should just start over" phase. The spec is just a place holder while I finish up the diffuse. Going to go over it with color variation pass and then I think it might be ready. Let me know what you all think.
Alright here is the full, finished Hi poly. I added a little arrow brace to the bottom to bring some of the detail from the blades down and make it more solid. So have at it, tell me what you like and don't while I begin on the low poly, and once that's done I may go back and change a couple things depending on the time I have. I need to get to baking and texturing asap.
Final Concepts:
Replies
T.
Because dude, it's looking GREAT
Really cool designs anyway.
what i would add is something that holds the blades onto the rings. that could also give it a little more weight and stability.
true, a Cerberus is awesome and a lot cooler to look at, but atm its more of a hunting trophy on a stick, if you know what i mean .
looking forward to whats gonna happen
http://www.polycount.com/forum/showpost.php?p=1539562&postcount=38
Have a feeling the Griffin is out of bounds too, seeing that it is also Greek mythos.
Also I wanted to share my process for adapting BoBo's workflow for Maya. It is very simple and I am sure anyone familiar with Maya already figured it out but here it is just in case. The way BoBo uses smoothing groups to keep creases on his models without using holding edges can also be done in Maya in the smoothing options. Smooth all your edges, under the normal menu, and then harden the edges you want to crease. Smooth your object and under its inputs in the smooth options turn Keep Hard edge On. And there you go, up your divisions to the desired level and export. The only issue with this is Maya doesn't round curves that well. Luckily my mesh didn't have many curves but for the curves I did have I just manually adjusted the verts after 1 division, deleted history, and then re-smoothed. Its not perfect but it had a nice enough curve to take into Zbrush.
I do agree about the pommel. Once you sort that out, this will look even more awesome!
I usually get similar problems when i have seams close together.