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[DS2] Multi, ynoT

Hello everybody. First time on these forums. This contest sparked some inspiration I've been lacking for awhile so I thought I'd give it a try. This will be a learning process for pretty much every aspect as I've never done anything game res before and I'm learning Maya at the same time, but I'm having fun with it so far. :) Here's a couple concepts I've been toying with.

DS2_Demon_Axe_6_Color.jpg
DS2_KOTD_Mace.jpg

Replies

  • ynoT
    Couple new ideas for the mace. I'm unsure about the tiger skulls, might change them to horse skulls to better fit in.
    DS2_KOTD_Mace_2.jpg
  • Skyerzz
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    Skyerzz polycounter lvl 5
    I like that you put blinders on the skulls. d( ^-^ )b I don't have a problem with the tiger skulls. I would actually consider keeping them cause i haven't seen anyone else using them. I would focus on the middle piece connecting the two skulls. It could be better, I'm sorry that I can't really come up with a solution ATM. But If I were to change something that's where I'm start.
  • ynoT
    Ya, the central connecting areas have been stumping me. I'll think up some new ideas for it over the weekend :)
  • GJK
    Of the two black and white sketches I like the blinders with the spikes on them. They read more as an weapon. I agree with keeping the tiger skull too. The weapon some what reminds me of those guys in the labyrinth movie with cat like monsters on the end of a pike. Looks cool :D
  • Turret
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    Turret polycounter lvl 11
    to help you out even more I am going to give you a completely opposing opinion XD. I like the skulls and blinders but I think you are right and it would be pretty cool if you did make it horse skulls. I would put 4 horse skulls on there, combine the spikes from the first concept and the vents from the second. Then you take those 4 horse skulls and make them each unique and somehow represent the 4 separate horsemen. The horsemen mace, could look very badass. =)
  • ynoT
    I thought about that idea a couple times but for myself I stayed away because that's the kind of thing I'd go detail overload on :P I might sketch it out just to see. :) in the meantime I've reworked the central area of the mace and went back to the spiked armor
    DS2_KOTD_Mace_4.jpg
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