Idea for a bearded axe for the Mason's Knight - so far here is a quick ref sheet I pulled together for texture and my blockout next to the reference file. Still a lot of tweaking left to do but I'm exited to keep developing it.
Looks good so far...not sure if you're going to work on the wraps more but the overlap of the cloth could use some more work. The transition from one loop to the next looks off.
Looks good so far...not sure if you're going to work on the wraps more but the overlap of the cloth could use some more work. The transition from one loop to the next looks off.
The way you have them modeled so far; how it wraps around the handle it looks like they are individual strands instead of 1 or 2 straps of leather. The pic of the handle on the hammer, the way its wrapped compared to yours..if you can get that overlap sculpted like that, it will help sell your handle also.
Looking good, but I feel that the axe head doesn't look sharp enough, maybe increase the angle of the bevel inwards by 200%.
Also I feel the handle is a bit thin in the midsection, especially when compared to the size of the axe head. You have leather wrapping the rest, but the middle area looks like it'd snap easily. Maybe add a couple wood knots in there, like it's been rough hewn from a sturdy oak branch, or something.
The axe pommel could use a little more attention too, it looks machine-made compared with the rest of the axe.
Been working on the sculpt a bit - adding knots and making the wood seem more sturdy like Zetheros and my buddy pointed out. In the meantime I've fixed the wraps and optimized the model down to 3,264 tris.
I guess I am thinking on the axe head not on the blade but just around the edge of the outside of the blade, kind of to define the thicker area of the head.
So I can get it in the editor without problem - but the spec is way too high (I've even edited it down considerably to match the reference textures). Also, once it's in the SDK I added to steam to try to test out in game but there is no way for me to subscribe to the mod form my workshop page. NOW in an even more frustrating setup it seems that whenever I open the SDK, opening my package crashes the SDK. It's going to be a rough last day and a half...
I really like where this is going, good work. The wrapped grips look a little bit like large pink rubber bands though, I'd darken up the blood (or leather) a bit
Check the edit - I made the wraps about half the thickness they were before - still trying to decide on what to do with the color, because a lot of the dyed leather reference I have is pretty faded from use OR super bold from being cerimonial
The noose hanging from his neck won't have any deformation, it might even crash through the shoulder when he's turning his head from side to side. You should get clarification on this though. Fun design still, not to discourage you or anything.
I am almost 100% sure your normal maps are inverted on your model. Try flipping the green channel and check the viewport.
On top of that your metal is looking like stone. This occurs when you try to put too much detail into the diffuse map. For the most part, diffuse on metal in a standard workflow as basic and low detail. Most of your metallness will come from an expressive specular and gloss map. I suggest toning your diffuse details down a bit and work a bit more on your specular.
The noose hanging from his neck won't have any deformation, it might even crash through the shoulder when he's turning his head from side to side. You should get clarification on this though. Fun design still, not to discourage you or anything.
I haven't looked at the helmet tutorial for getting them in engine yet - I'll have to find out when it comes to that, a solution might be having it go down the back?
I am almost 100% sure your normal maps are inverted on your model. Try flipping the green channel and check the viewport.
On top of that your metal is looking like stone. This occurs when you try to put too much detail into the diffuse map. For the most part, diffuse on metal in a standard workflow as basic and low detail. Most of your metallness will come from an expressive specular and gloss map. I suggest toning your diffuse details down a bit and work a bit more on your specular.
Keep on trucking.
Oh my god, thank you for noticing the normal. As for the spec I've been having issues with the stock material settings making my entire axe, even ares with VERY little specular map info looking like a hospital balloon when all is said and done. I've bumped up the Environment reflection they are using for gloss and specular intensity a bit for these caps. The second image is my axe with the tutorial settings net to the reference bearded axe. My spec map for the wood and metal is very close to the reference spec map in terms of value so I don't know what the issue is.
Spec and gloss boosted a little bit:
What happens when I drop in the default Material settings:
Glad to see you got the socket previewer working...fun isnt it??
Weapon wise, dont know that a hospital balloon is but it looks like your gloss is the problem. I hadn't had the chance to open the master shader for the weapons but it might use the spec map as a gloss map as well.
Try to darken your spec areas where the wood is and make the colors white and see if that fixes it. But it looks ok in the sockets though.
For the noose bit McGuire, you'll have to see if there are any animations where he looks down, those are what will get you worst. You'll have to try it out, checking ahead of time with a temp model before you spend all the time making it 100% would be smart. Just flick through all the animations if that's an option, looks like it is. I haven't tried any of that in-engine stuff out yet. Lookin' cool. The axe is gnarly.
So Mudbox crashed and I effectively lost my sculpt for the helmet. I still haven't messed with the editor to see if the hood and noose can stay, but I plan on tackling that today.
For the noose bit McGuire, you'll have to see if there are any animations where he looks down, those are what will get you worst. You'll have to try it out, checking ahead of time with a temp model before you spend all the time making it 100% would be smart. Just flick through all the animations if that's an option, looks like it is. I haven't tried any of that in-engine stuff out yet. Lookin' cool. The axe is gnarly.
Did just that - and the verdict is in, due to the 100% weighted to one point nature of how helmets are attached the hood and noose won't work without the addition of another socket to the character model, which I assume won't happen. I even tried adding two bones to the helmet and setting the hood and noose to that so it would have zero weight to bone that moves the helmet socket. In short - unless I can get some help from someone at torn banner this is probably a no dice setup.
Really digging the helmet,I think you should color some of the pieces differently to give some sort of separation,Im afraid at a distance you'll lose those lovely details.
Good call JO420. I totally reworked the bandanna from the sculpt up and fixed some other baking issues with the rest of the helmet. My focus on the retexture was exactaly what you were concerned with. I'm pretty happy with it at this point and would call both assets in that 90%+ finished.
Replies
http://9thknight.deviantart.com/art/Kukri-of-the-Foregoer-466380276
How do you mean?
Also I feel the handle is a bit thin in the midsection, especially when compared to the size of the axe head. You have leather wrapping the rest, but the middle area looks like it'd snap easily. Maybe add a couple wood knots in there, like it's been rough hewn from a sturdy oak branch, or something.
The axe pommel could use a little more attention too, it looks machine-made compared with the rest of the axe.
Optimized Model
Opt with wireframe
Toned down the metal texture on the head - it looked rusted before and added VERY basic materials for blocking.
PS dont you mean AXEcutioner? hahaha I am so funny, I know.
No really, looks great! if you've got the time, maybe you can make a helmet too, as knights seem to be the most popular to buy armor for?
I hand't considered engravings, I thought I'd do a really nice cold-forged patina on it and have be very much all businesss
Any help from anyone would be awesome. Thanks
On top of that your metal is looking like stone. This occurs when you try to put too much detail into the diffuse map. For the most part, diffuse on metal in a standard workflow as basic and low detail. Most of your metallness will come from an expressive specular and gloss map. I suggest toning your diffuse details down a bit and work a bit more on your specular.
Keep on trucking.
I haven't looked at the helmet tutorial for getting them in engine yet - I'll have to find out when it comes to that, a solution might be having it go down the back?
Oh my god, thank you for noticing the normal. As for the spec I've been having issues with the stock material settings making my entire axe, even ares with VERY little specular map info looking like a hospital balloon when all is said and done. I've bumped up the Environment reflection they are using for gloss and specular intensity a bit for these caps. The second image is my axe with the tutorial settings net to the reference bearded axe. My spec map for the wood and metal is very close to the reference spec map in terms of value so I don't know what the issue is.
Spec and gloss boosted a little bit:
What happens when I drop in the default Material settings:
Ref Spec:
My Spec currently:
Thanks everyone for the feedback.
Weapon wise, dont know that a hospital balloon is but it looks like your gloss is the problem. I hadn't had the chance to open the master shader for the weapons but it might use the spec map as a gloss map as well.
Try to darken your spec areas where the wood is and make the colors white and see if that fixes it. But it looks ok in the sockets though.
In the meantime here's the WIP resculpt
Did just that - and the verdict is in, due to the 100% weighted to one point nature of how helmets are attached the hood and noose won't work without the addition of another socket to the character model, which I assume won't happen. I even tried adding two bones to the helmet and setting the hood and noose to that so it would have zero weight to bone that moves the helmet socket. In short - unless I can get some help from someone at torn banner this is probably a no dice setup.
I'm glad you like the axe!