Looks dead on as far as modeling go. Not too fond of how the material definitions came out. The noise seems a little too perfectly organized. As far as rendering I'd find a nice way to light it just so that its not this flatly lit object, if that makes sense.
Dimfist - you are probably right that I should payed more attention to some areas to make it look more interesting , as you can never really call an image done
ShockInfinite - Thank you very much First i sketched the swords on paper then refine them in Photoshop and show them to my friends and since everyone picked 5 (and 2) I decided to make it a low poly. I modeled the High poly mesh in Softimage, then add details in Zbrush. For the low poly and UV I used Softimage again. Baking was done with Xnormal, textures in Photoshop and rendered with Marmoset.
The normal map, specifically on the gold, looks very procedural and boring. The concept shows very nice surface detail, pieces of the surface of the blade chipped off, etc. I see almost none of it on the model. The gold even looks like it has a cool web pattern in the concept, try sculpting that in zbrush. Take the noise out of the normal map, or at least lessen it. That kind of detail will look better in the gloss map. Cool concept, I'd love to see it fully realized in 3d!
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Did you use Zbrush,maya or max to make them?
What was your process?
I love the texturing and lighting by the way.
Dimfist - you are probably right that I should payed more attention to some areas to make it look more interesting , as you can never really call an image done
ShockInfinite - Thank you very much First i sketched the swords on paper then refine them in Photoshop and show them to my friends and since everyone picked 5 (and 2) I decided to make it a low poly. I modeled the High poly mesh in Softimage, then add details in Zbrush. For the low poly and UV I used Softimage again. Baking was done with Xnormal, textures in Photoshop and rendered with Marmoset.
Have a nice holidays