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Project- Sword

Skytthen
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Skytthen polygon
Hello everyone!!
I’m back with a new project; this time I want to challenge myself and improve my skills in creating more organic and stylised models.
So I’ve chosen this sword concept.
This week I’ve started the blocking in Maya, and I’ll then model it in full in ZBrush.
I hope you like it!!




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  • Skytthen
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    Skytthen polygon
    Hello everyone!!
    This week I’ve been working on modelling the sword in ZBrush, to give it those organic shapes that define it so well.








  • Skytthen
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    Skytthen polygon

    Hello everyone!

    This week I’ve been working on the retopology of this model and its UVs, as well as running some test bakes.
    I’ve also done a quick pass on the main materials, but there’s still a lot of work to be done.
    I hope you like it!








  • Skytthen
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    Skytthen polygon
    Hello everyone!!
    This week I’ve been working on the stylised texturing of the sword. It’s been a while since I last worked on a stylised prop, but I think it’s turning out really well.
    I hope you like it!!
  • Skytthen
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    Skytthen polygon
    Hello everyone!!
    This week I’ve been working on some texture tweaks. 
    But mainly on the render, placing the sword in a Unreal environment. In this case, a cave to give a stronger sense of a fantasy setting with a magic sword at its centre.
    I’ve worked on the lighting and effects on the sword to give the impression of magic and a power encapsulated within the sphere.
    I’ve also created some small animations and cinematics, although there’s still work to be done on the cinematics.
    I hope you like it!!
  • Skytthen
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    Skytthen polygon
    Hello everyone!! 
    This project has now come to an end. Over the past week, I’ve been working on the animations and the final touches to the render.
    I hope you enjoy it as much as I enjoyed making it!

    https://youtu.be/i3e1m1322PU
    https://youtu.be/XGfqbtuKEhQ



  • Eric Chadwick
    Nice work, this looks really sweet!

    If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes.

    The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color map, which is usually a no-no in PBR materials, and in the three-sword image you’ve disabled emissive?

    It could also be that the orb only seems to have emissive mapped onto the front side.

    The wireframe is a bit hard to see, being gray on color. I would recommend black wires on gray faces, and with the existing model smoothing. 

    And you have room to show both front and back in wireframe, so it could be done as a four-sword layout.

    The orb is black in the AO map, which is odd. Usually glass or emissive bits will be mapped with a different material that doesn’t use AO at all, so I can see why you chose black. However, to disable AO in a single-material shared-atlas layout like this asset uses, you would simply use a solid-white AO.

    The AO as shown on the model doesn’t seem to match the texture-flat below it? 

    Also the Roughness shows a similar disparity. Shouldn’t the gem be zero-rough? Except perhaps in the crevices where the gem touches the wood, maybe there could be a little dirt or grime.

    The Metallic map is using gray values, with what looks like some shading. Usually Metallic is pure white, and non-metal is pure black, because this is what the PBR shader works best with. Gray values cause non-physical shading behavior. Having said that, PBR is ultimately just a bunch of guidelines, and artists can bend or break rules as needed. But in this case it’s not clear why you’ve chosen to do so?

    The topology is pretty high resolution for a prop. I get that these days some people are using nanite. And it’s hard to down-rez an asset after you put a ton of love into it! But most game developers still value efficient modeling, and will want to see demonstration of those skills. It would be great to see a 10k-20k version of this!

    Anyhow I realize this feedback is coming very late in your process, but I hope this helps!
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