Very very quick sketch update, this is my final design (finally xD). Starting modeling this weekend. Details on the blade is demon faces (same style as the previous one)
Its definitely a different feel entirely, and I prefer it a bit to the prior. It has a much more Nordic feel and I prefer the proportional and angular differences.
I can't tell if it is just the state in which the concept is in or if it was intended, but the details on the face of the blade itself feel like relief etchings, which would contrast interestingly with the depth of the skull centerpiece as you have proposed, and that would certainly create a focal point. Unfortunately, I'm not very familiar with the Darksider's franchise, so I'm not sure whether or not if the newer design vibes with the general direction of the universe, but it is certainly visually diverse from the other entries, and for that, I appreciate it.
I think both would fit into the DS universe fairly well, the more flushed one a bit more, just because of the amount of detail in it (the skull especially has a nice sense of weight and chunk to it). Either one I'm sure will look great though!
Habboi: it will be mostly metal with demon faces carved on it (like the War sword from ds1) and bone , maybe an other color for the straps.
fabian roldan: I don't think the older one looks perfect, I like the new one a lot more. I think the unpolished sketch doesn't help to appeal the design, but in terms of shapes and ds style, The new one works better to me.
Robat: you got it , It will be demon faces, similar to the sword of war in darksiders one, that look so badass.
yeah, I also don't think it would have mattered which one you did. Pretty much everything you do just naturally looks like it belongs in darksiders. Looking forward to seeing it done man.
That head looks great. Maybe make some of the scratches a bit bigger so they'll show in the bake and in game a bit better. Hope you can get this finished in time
Je me demandais seulement quel matcap que tu utilise (celui de ta rock's head) ? Et aussi je sais que tu as fait un tuto pour les cracks et ta brush dans zbrush mais j'aime vraiment tes petits details dans tes sculpture de ''roches'' je me demandais si tu pouvais partager tes techniques voir meme tes brushes.
Yea sorry i forgot to translate, i just asked him if he could share the matcap he uses and maybe the brushes he uses for his sculpting style. I know he shared a tutorial on the crack's brush but that is not enough
Thanks! You are right afisher, some details are too small for the bake, I'll scale some of them bigger and remove a few. I'll integrate the head on the proxy as soon as possible to get a better idea.
For the matcaps, actually it's not really a zbrush matcap, it's from a matcap a use a lot, fg_greymetal, barely changed in zbrush but mostly tweaked in photoshop, playing with colors and contrast etc..The base one, looks like fg_greymetal, with less dark ^^. About the brushes, well I didn't use my brushes that much in this sculpt, mostly used flatten and dambrush tbh. I shared a bunch of tricks i'm using in zbrush, in the incoming "Polycount book/free pdf". For the brushes I still don't know, mostly because a lot of them are based from personal sculpts which are part of my "style" i guess, but I'll probably share a few of them due the popular demand (spam XD)
I hope you can finish this on time. Try not to get caught up too much in the little details as this is only a 512x512 map. The sculpt is looking awesome. One of the best entries.
pommel and i'm done with the high poly, trying to save some texture space with few modularity .
ChrisPerr: thx man! I explained the matcap below with a link, but as i said it's more photophop fun than matcap. For the shapes hmm, i don't know, nothing really special, a couple brushes a use a lot, just few custom for the slashes in the blade for example.
My baking took way tooo much time...but well, I can finally texture now! I'm out of redbull for the night, shit... anyway, baking test! Pretty happy with the details, sharp enough for a 512
Looks great. Those maps are so clean and sharp its amazing, I have the hardest time with baking. And no red bull? No problem, just eat a handful of coffee beans, that should keep you up.
Replies
I can't tell if it is just the state in which the concept is in or if it was intended, but the details on the face of the blade itself feel like relief etchings, which would contrast interestingly with the depth of the skull centerpiece as you have proposed, and that would certainly create a focal point. Unfortunately, I'm not very familiar with the Darksider's franchise, so I'm not sure whether or not if the newer design vibes with the general direction of the universe, but it is certainly visually diverse from the other entries, and for that, I appreciate it.
Habboi: it will be mostly metal with demon faces carved on it (like the War sword from ds1) and bone , maybe an other color for the straps.
fabian roldan: I don't think the older one looks perfect, I like the new one a lot more. I think the unpolished sketch doesn't help to appeal the design, but in terms of shapes and ds style, The new one works better to me.
Robat: you got it , It will be demon faces, similar to the sword of war in darksiders one, that look so badass.
cant wait for final result
3d speed blockout, just using quick claytube to give a better idea or the overall concept instead of my shitty 2d concept XD
Head refine
Je me demandais seulement quel matcap que tu utilise (celui de ta rock's head) ? Et aussi je sais que tu as fait un tuto pour les cracks et ta brush dans zbrush mais j'aime vraiment tes petits details dans tes sculpture de ''roches'' je me demandais si tu pouvais partager tes techniques voir meme tes brushes.
Merci
For the matcaps, actually it's not really a zbrush matcap, it's from a matcap a use a lot, fg_greymetal, barely changed in zbrush but mostly tweaked in photoshop, playing with colors and contrast etc..The base one, looks like fg_greymetal, with less dark ^^. About the brushes, well I didn't use my brushes that much in this sculpt, mostly used flatten and dambrush tbh. I shared a bunch of tricks i'm using in zbrush, in the incoming "Polycount book/free pdf". For the brushes I still don't know, mostly because a lot of them are based from personal sculpts which are part of my "style" i guess, but I'll probably share a few of them due the popular demand (spam XD)
- BoBo
letronrael: Zbrush central but I don't remember where, found it on my gf ftp http://fanny.vergne.free.fr/Tools/fg_grey_metal.ZMT
x_x
simple silhouette but it works so well.
Love the sculpt so far, I envy your sculpting skills.
Hope you finish in time!
Whats the matcap youre using?
How do you form your shapes/kind of brushes? The wear and tear is so dynamic and realistic
pommel and i'm done with the high poly, trying to save some texture space with few modularity .
ChrisPerr: thx man! I explained the matcap below with a link, but as i said it's more photophop fun than matcap. For the shapes hmm, i don't know, nothing really special, a couple brushes a use a lot, just few custom for the slashes in the blade for example.
the winner is ... ^_^
My eyes are on this. It'll be awesome when it's textured,
No coffe! ><