I think this is really cool, but I think it needs to be simplified a little. The texture space is only 512 so I worry that a lot of this would disappear. It would also be easier on the eye. I'm looking for to seeing my dev sketches of this guy.
I agree with them. The concept is awesome but with such a small texture, the details wouldn't appear. If you keep this silhouette and make the details bigger, it would become a really cool model =p
hey guys, thanks for all the critics and comments. although i do plan on reducing the detail a bit, UV space doesn't really concern me much since pretty much everything on the weapon is symmetrical. what i'm most worried about is triangle count, but let's do it one step at a time. right now only had enough time to get started on the sculpting, blocking out the main shapes:
Looking good !
Becareful though how you manage the resolution spaces.
I mean, those angel wings look like they have very few polygons, and this may make your normal map suffer.
The design is sick though. Can't wait to see this one finished
the reason to watch your detailing isnt only because of the texture space, but also because of the darksiders style. Everything should be chunky and comic book styled.
exphrasis thanks man. yeah i'll definitely keep that in mind when arranging the UVs
EVIL you got a point there. I agree with you so decided to not go too crazy with the details, so here's where's my sculpting looks like. just need a few minor tweaks and it's low-poly time
You`re still having too much details here, this is not dark siders style, your sculpting skills are awsome, and either way it will look amazing that`s for sure, but following the game`s style is very important i think.
Second on Fabian there. Also I think you could enhance the sihlouette by removing those top arches to make the whole thing look like a cross and more hammer like as well.
ok, removed the arches not only for silhouette but also because i was having trouble with the 1500 tri limit with them. here;s a quick screen for the low poly with normals and AO:
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Que bom que voc
Becareful though how you manage the resolution spaces.
I mean, those angel wings look like they have very few polygons, and this may make your normal map suffer.
The design is sick though. Can't wait to see this one finished
EVIL you got a point there. I agree with you so decided to not go too crazy with the details, so here's where's my sculpting looks like. just need a few minor tweaks and it's low-poly time
Well done.