ooh, i like the spine,
how the upper part is connected to the handle isn't so clear though,
what i make of it is that most off the upper part is on one side of the handle, wich would make the axe very unbalanced,
Love everything about this design, really nice work. I would say that the head to haft ratio seems a little unbalanced for a two-handed weapon and the haft needs to be longer but I may be wrong. Looking forward to seeng this one progress!
Thanks for the comments. I agree with the crits so far, and looking back at it, the bone axe felt a bit meh to me anyway, so I decided to go with the insect one.
I like the concept, I think it's the best of the three entries you have. It's very darksiders-y, but the bug twist gives it some nice uniqueness. Good luck with the sculpt.
I love this, the detail is coming along nicely, especially adding the tiny teeth in the between the blades. (on the above right pic). Are they eyes going to be lit?
Cool design! The shapes are very organic and interesting. Is it supposed to be impaled on the stick or gripping it? It doesn't really look like it would stay on while being swung around if its just clutching the end of the handle.
Is there a story behind the design? The handle (especially pommel) matches the design of the creature, so it seems like it's part of it.
The bug's not being impaled on it, it's kinda supposed to look as if it's holding on. I guess it's not really an insect but a corrupted weapon, so maybe the weapon would've originally been a solid piece that just kinda got morphed in the shape of an insect holding a weird insect like stick thing? So the upper bug part is really just solidly attached to the handle part, even if you wouldn't think so.
Then again, if it really was just a bug sitting on top... you know how powerful a grip some insects have. :P
I didn't really think of a story or anything. Originally I didn't know what to do with the handle so I just tried to give it an insect like theme, but I guess looking back at it you could say it's two different creatures holding on to each other?
I went back and messed with the silhouette a little, also added a bunch more details. And I kinda tried to make it look as if the legs were kinda merged with the handle, all grown-in like, but Idunno if I managed to make that work, I might just revert that. Any thoughts? Does it look like it might fall off otherwise?
Here's a test bake, still some glitches to work out (especially that annoying middle seam problem around the axe blades) and also I used a lower res sculpt just for testing, so it's not looking as sharp as it will eventually.
The lowpoly sits at 1664 triangles right now. It was said we had a couple hundred to play with, so I hope that's gonna be ok for tri count? If not, I'm sure I can shave off some more.
Looks great to me. I think 1600 is cool. If I recall correctly, Bobo said we can go over by 300 if needed, so I can't see why 1600 would be a problem. Sculpt turned out great, I look forward to seeing this textured.
great sculpt and texturing skills!!! love the chaotic/damonic feel too. i think it could be slightly darker as now it feels a bit too bright for me, but maybe it's only me.
anyway it's wonderfully done!
Since we weren't allowed "fancy" rendering effects in the submission image, I thought I'd just have some fun and make an extra shot with all the bells and whistles. I love marmoset.
While I'm bumping anyway, does anyone know if there are any kind of standards with regards to spec map brightness? Mine is pretty dark, and I just turned the spec intensity in Marmoset way up, thinking I could get the best range if I did that. But I see a lot of people's spec maps are quite bright, so I'm wondering if I did it wrong?
Replies
how the upper part is connected to the handle isn't so clear though,
what i make of it is that most off the upper part is on one side of the handle, wich would make the axe very unbalanced,
Here's a quick blockout:
Bit of progress:
so dope
SouthpawSid: Hah! I remember those guys. So scary
Here's some more progress. I'll still make some more adjustments and add some damage here and there before I'll call the sculpt done. Any crits?
Is there a story behind the design? The handle (especially pommel) matches the design of the creature, so it seems like it's part of it.
The bug's not being impaled on it, it's kinda supposed to look as if it's holding on. I guess it's not really an insect but a corrupted weapon, so maybe the weapon would've originally been a solid piece that just kinda got morphed in the shape of an insect holding a weird insect like stick thing? So the upper bug part is really just solidly attached to the handle part, even if you wouldn't think so.
Then again, if it really was just a bug sitting on top... you know how powerful a grip some insects have. :P
I didn't really think of a story or anything. Originally I didn't know what to do with the handle so I just tried to give it an insect like theme, but I guess looking back at it you could say it's two different creatures holding on to each other?
The lowpoly sits at 1664 triangles right now. It was said we had a couple hundred to play with, so I hope that's gonna be ok for tri count? If not, I'm sure I can shave off some more.
Some texturing progress, still needs work as well as a specular and glow map, but it's getting there.
Updated with spec and glow. The glowy points in the carapace were just a random idea, dunno if it works.
(edit: oops, uploaded old version)
anyway it's wonderfully done!
nicely done!
Since we weren't allowed "fancy" rendering effects in the submission image, I thought I'd just have some fun and make an extra shot with all the bells and whistles. I love marmoset.
While I'm bumping anyway, does anyone know if there are any kind of standards with regards to spec map brightness? Mine is pretty dark, and I just turned the spec intensity in Marmoset way up, thinking I could get the best range if I did that. But I see a lot of people's spec maps are quite bright, so I'm wondering if I did it wrong?