Hey guys, so i got more of my thesis done and decided i'd give a hammer a go.
[LATEST UPDATE]
Final
Here's the basic mesh base before zbrush:
And this is where i am so far:
I'm going to be adding some big skulls to the side and back of the hammer head, and possibly/probably the pommel. It'll either be core or KotD styling. The detail on the handle section is an attempt at gothic metal work.
Replies
Obviously make the hammer head connect to the handle a bit better.
@Habboi I had actually thought of doing a makers hammer at first, but then i always like more biological styles rather than all hard and flat, especially in zbrush.
Cheers though
here's the latest update:
still trying to keep it as a hammer, since now that i've given the hammer head a skull appearance, it could possibly be mistaken for a mace. But we'll see how things go.
On the "hammer" end, I think it might benefit more if you make the maxilla of the skill larger. This thing definitely has some presence, but I'm still trying to see where the ornate details are going to fit in. They look awesome, but I'm just worried about their relevance.
Yeah, i've been messing around a bit with the main skull and pumping up the maxilla has made a difference. Also pushed out the frontal bone and the chin slightly.
The twiddly fancy bits i'm also still unsure about. I started off with a different idea in mind, and then i just went crazy with the skull, which then went onto the other skulls, and now they don't really fit all that well with the original swirly stuff.
Will post an update in a short while.
That's exactly what I was thinking! :P
Looks great Impala
Every update i keep pushing the skull out a bit and squashing the face slightly to give it more of a hammer feel as i too think it's merging on a mace/hammer hybrid
I've removed the zipper bit, my brother also pointed that out and given it a new matcap just to highlight the edges more.
About the swirly bits on the skulls, i kind of like them. Without them there, it'd leave it kind of bland. But then again, having a nice fade between varying colours and shades across a rounded surface also looks nice. I'll see how it looks
http://download.pixologic01.com/download.php?f=/library/matcap/erklaerbar/ok_ice_furnace.zip
It is indeed an awesome mat.
edit: above pic updated.
I'm actually thinking about having the large skull be a sort of brazened gold colour along with brass and bronze for the other metal parts, with blackened wood and some slight slivery sections, and then the remaining skulls will be bone colour, with the possibility of glowing eyes or something similar. I may leave the glow off completely for this one.
However, i have flattened the ends of the rivets to give them a more hammered appearance.
Made the Low poly and to my suprise the bake came out better than i expected.
There are still some artifacts going on in places and a couple of seams i havn't been able to hide yet. But should be able to get onto the diffuse soon, either tonight or tomorrow maybe.
edit: removed red screen hue.
Actually this is a nice colour choice but I swear this would be Angelic if not for the skulls. You know your first weapon, the axe? You had a green version early on and I liked those colours, maybe try those out? Just a suggestion.
By the way you have way too much time When I was doing my thesis I had a hard time doing anything else.
Also, I'd tone down the bloom for your final. Be sure to let the art shine through!
again this is looking great!
- BoBo
Also, Bobo, the colours on it atm are really nice and fit together well with the feel of the weapon as Habboi also says, but are they suitable for kingdom of the dead? i've been looking at different colour styles but nothing seems to suit the actual weapon as well as these.
Also thinking of upping the saturation a bit too. Although that could just be marmoset's render settings, ill take a look tonight.
Just by upping the saturation by 20 and the hue by -15 it's looking miles better (pardon the silly vignette background mess now)
bloom still needs taking down though.
looking at the skull on the backside of the hammer on the furthest right mesh, the green/blue tint from the light actually gives it a nice contrast which otherwise wouldn't be there, so i might mess around with adding a tinge of that colour to the diffuse.
How strict are we supposed to adhere to the 1500 tri count? If it's not biggie, I may go ahead and add a few more tris to my hammer to better define the silhouette, even if it means breaking that 1500 mark.
Yeah im not too sure on that either. If it is a strict 1500 limit then my axe is waaaay over. managed to bring it down to 1752 recently though from 1939 lol.
Yeah that's a little confusing since in-game screenshots show weapons have a decent amount of spec. Also the rules and Bobo said we can use spec and those pics look like they were taken in flat mode.
Here's me messing with some glows:
I've also adjusted the spec aswell as the colour on the diffuse. All of the colour tones are from the diffuse, Marmoset is now set to equal RGB levels for it's hue/sat/contrast adjust.
I've lowered the saturation on the gold diffuse, keeping the spec the same, so i can get a more burnished gold look, rather than a really saturated orange look
Here's a test with ti on the character, rendered in marmoset.
Glad to see you are going with the blue glow, but it's a shame about the seam.
Also spent tonight re-mapping the skulls and sorting out the textures to use up more uv space (mirroring the sides over instead of texturing 2 whole skulls). So i've gotten a few more pixels out of it.
Also altered the bolts on the skulls and around the top, updated the normals to give them a better feel, flat wasn't doing it so i've gone back to pointy/rounded tops.