I couldn't resist, so I thought I'd join in.
I'm not much of a concept artist, but here's my rough sketches. It shows the general direction I'm heading in at the moment.
The silhouette of 3 is great but i would maybe move the main blade of the axe into the skull a bit more. It looks too flimsy by just being attached to the horn. I'm also a fan of the 2 design as well mate.
woogity, AimBIZ, Grimm_Wrecking, tsabszy, Conrad, invizzie14u - Thanks heaps for the feedback!:) Di$array - Thanks mate. Yea you're right about the positioning of the blade in 3.
I'm leaning more towards 2 at the moment. I'm going to try and get some more sketches done today and refine my concept a bit.
Ah nice! the 2s def feel the most resolved to me. 3 could work well too, but I'd maybe push the asymmetry a bit more if you're already going that way. Great stuff!
With the sketchy style of these concepts, 3 works the best, but it really depends on how you translate these ideas to the style of the game. 2 might be the safer bet, but I'd really like to see 3 taken to the limit.
ENDOMI, BrendtheCow, ChaosEidolon, NaruSol, SgtNasty, ValiantDan, Frump, Echronos : Thanks everyone for your feedback!!!:)
Ok so I've refined a few of the designs and got more of an idea of where I'm going. Hopefully these fit in with the DS style. So this is where I'm at. Let me know what you think:
Really like the update bud. Maybe you could have the blades as one piece rather than 2 separate pieces? Also since these weapons are beasts in size, I think a human skull could fit on one of those spikes?
I think what you've got here is beating the pants off of anything I've come up with so far #8 is definitely your strongest design so far, though I really liked the slightly taller left blade from #7. You're headed for a strong entry, and I can't wait to see it in 3D!
I'm with Bobo on the pommel, tho an alternative would be to get rid of the circular elements on the top and do something else to jazz that area or the blades up.
Di$array: Thanks mate. I might try out having the blades as one, but atm I like them being separate, I think it makes for a more interesting silhouette. The human skull thing is a good idea, but I need to keep in mind the poly budget. BrendtheCow: Cheers. Nah you don't say too much, I appreciate the feedback. BoBo_the_seal: Thanks man. Yea I think you're right. TerraBite: Thanks ENODMI: Thanks for the feedback Dan!: Thanks. I'm looking forward to seeing how yours turns out. ScoobyDoofus: Thanks for the suggestion.
Thankss everyone!
I'm going to revisit the concept and maybe start blocking in the base mesh after work tonight if I get time.
I'm still playing around with a few ideas, but I've created the base meshes and started sculpting the main skull. It's still pretty rough, but I thought I'd post an update. Thanks
Insanely nice work here, really like your style! Have you given any thought to colour palette? Glowing eyes and runes will give this a nice kick in my opinion but then I'm a sucker for emissive
Thanks mate. Yea I've got a few ideas to the colour palette, yea it will probably have glowing eyes/mouth and markings.
I did a bit more work today. Everything is still quite rough, but I was playing around different placements of the horns,skull and circular pieces & bones and I think having the horns without the extra bones above the skull creates a better silhouette, it reads much clearer. So this is where I'm at. Let me know what you think. Thanks
I hear that! Your sculpt is looking badass man. If anything, I'd say make some of the scars and scratches a bit more exaggerated and to bevel a few more edges (particularly those on the inside of the axe blades and inner rings). It might help them stand out more in the end. But yeah, amazing work.
I'd replace those tiny skulls by a row of bones or something. I think they're cluttering up that area a bit too much right now. It's also a lot of detail to capture in the texture.
Thanks for the feedback guys. I didn't like those skulls, so I've changed the design. Here's an update from last night. I've got a bit of cleanup to do, then onto the low poly.
I like the change to the wood wrapped handled on the top and the bottom, fits better with the overall design and its just cleaner/chunky. Looking superb!
Very cool work! I would make some of the edges more blunt, chunky looking to fit the style better. There are some very sharp corners in your sculpt which you normally don't see in darksiders art. And also: there are some straight lines in the blade of the axe, could you make them a bit more wooshy? :P.
Thanks for the feedback. Jarphir: I've softened some of those corners. As for the straight lines in the blade, yea I get what you're saying, but I need to keep in mind the poly budget. As it is I'm over 1500, the more curves it has, the more polys I'd need to make that silhouette work.
Here's my low poly with a quick normal and occlusion bake. My tri count is currently at 2040, I know we can go over the 1500 budget, but I'm not sure by how much, hopefully this is alright.
Lookin good. For saving polys I think you could sharpen up things a lot more without it being too noticable like all the beveled pointy bits on the upper handle and spikes. Don't think you need to define the heavy scratches on the blade through the lopoly. Once moving around in game only the big shapes would be readable anyway.
Looking awesome mate. As AimBiz said you can get away with not modelling the chips into the blades. That should free some polys and bring it closer to the 1500 mark. Looking forward to seeing a lick of paint on this beast!
Thanks guys!
I've been a bit busy the last few days, but I lowered the tri count to 1740. I've started on the diffuse, it's still pretty rough, I'm playing around with some colour combinations and I've still got to get some more variations in there, but here's what it's looking like at the moment. Suggestions welcomed
Replies
I look forward to seeing which on you chose.
Di$array - Thanks mate. Yea you're right about the positioning of the blade in 3.
I'm leaning more towards 2 at the moment. I'm going to try and get some more sketches done today and refine my concept a bit.
Ok so I've refined a few of the designs and got more of an idea of where I'm going. Hopefully these fit in with the DS style. So this is where I'm at. Let me know what you think:
I did a quick concept of design #6b with some horns. Let me know what you think. Thanks
I think what you've got here is beating the pants off of anything I've come up with so far #8 is definitely your strongest design so far, though I really liked the slightly taller left blade from #7. You're headed for a strong entry, and I can't wait to see it in 3D!
EDIT: I say definitely too much. Fixt.
- BoBo
BrendtheCow: Cheers. Nah you don't say too much, I appreciate the feedback.
BoBo_the_seal: Thanks man. Yea I think you're right.
TerraBite: Thanks
ENODMI: Thanks for the feedback
Dan!: Thanks. I'm looking forward to seeing how yours turns out.
ScoobyDoofus: Thanks for the suggestion.
Thankss everyone!
I'm going to revisit the concept and maybe start blocking in the base mesh after work tonight if I get time.
I did a bit more work today. Everything is still quite rough, but I was playing around different placements of the horns,skull and circular pieces & bones and I think having the horns without the extra bones above the skull creates a better silhouette, it reads much clearer. So this is where I'm at. Let me know what you think. Thanks
Update from tonight. Comments welcome.... now I'm off to play some mass effect 3
This is shaping up, I hope you have fun making the low poly.
I hear that! Your sculpt is looking badass man. If anything, I'd say make some of the scars and scratches a bit more exaggerated and to bevel a few more edges (particularly those on the inside of the axe blades and inner rings). It might help them stand out more in the end. But yeah, amazing work.
But what suburbbum said, some of those scratches are a tad on the tiny side.
Thanks for the feedback guys! Yea I'll definitely soften those edges and exaggerate some of the scratches.
Jarphir: I've softened some of those corners. As for the straight lines in the blade, yea I get what you're saying, but I need to keep in mind the poly budget. As it is I'm over 1500, the more curves it has, the more polys I'd need to make that silhouette work.
Here's my low poly with a quick normal and occlusion bake. My tri count is currently at 2040, I know we can go over the 1500 budget, but I'm not sure by how much, hopefully this is alright.
I've been a bit busy the last few days, but I lowered the tri count to 1740. I've started on the diffuse, it's still pretty rough, I'm playing around with some colour combinations and I've still got to get some more variations in there, but here's what it's looking like at the moment. Suggestions welcomed