Current State:
already so many entries O.o and so much deliciousness flowing together in one apoclyptic stream awesome... keep it up!
as for me id say there is nothing wrong with some bludgeoning and slashing.
i brew up some ideas in alchemy and made a rough mesh to get the dimension and shape right. not quite sure about it yet...
i guess the hardest thing is to get a reasonable balance between effectiveness of the weapon and and a groovy look. I tend to go to far twords a symbolic weapon or just a mere sculpt of a skull with a blade in its face than someting to cause excruciating pain and broken bones...
and the balance is quite an issue i think since they are so huge. the in game animation of the hammer looked like it has no weight at all which i can understand in terms of gameplay speed, so i at least wanna make sure the design gives a feel of balance for proper wielding
Replies
Good luck
the head got more mass. (speaking of balance...) i guess size does matter especial in this game ^^. and the law pummel idea is a lot better then what i had so far. im just not quite sure what it's supposed to hold on to (still placeholder).
i will definitely add detail on the handle when i start sculpting.
whats your flavor?
i'm gonna rework the complete grip. looks kinda like a candy bar
feedback is appreciated as always ¦)
ill tone down the whites.
the tri count is critical already but i will try to find a way to relief the handle form its boringnes
i didn't couldn't really change anything on the silhouette due to the tri count, but i think it works pretty well with the simple design.
thx for the feedback ¦)