My only issue so far with this is the placement of the axe. Imagine running with an axe 'that' size strapped like that to your quad. Flopping all around cuttin your shit up.
The Grunts Axe looks fantastic. The staff looks okay but the skull looks to funny comic style for me. The two swords are too muddy with weak shadows and cant compete with the axe.
His axe UVs were not relaxed correctly. I had a try at his model before this thread was opened, and the parts having artifacts are reversed or flipped in the UV space. When I remade the UVs of the axe from scratch problems were gone.
My submission for the Arms and Armor Contest: The Mason's Executioner - a set for the Masons Knight. The Executioner's Axe replaces the knight's bearded axe. WIP Thread: http://www.polycount.com/forum/showthread.php?t=139161 Workshop Item: http://steamcommunity.com/sharedfiles/filedetails/?id=320257507
The textures are too flat right now. Look up on how bake AO and Point Light Maps to give the base texture some more flavor. Also play with the masks for Axe's Axe.
The bolter is done for now, though after completing the axe texture I will be getting rid of the writing on the side as I forgot about the mirror. But for now its finished and along with this post is the unwrap for the axe.
finished the basemodel for the axe but its slightly of the axe so i cant make good cuts for the actual blade. does anyone know's how to fix that? btw if it's not obvious enough the programm is zbrush
Very nice axe modeling and texturing - love it. One crit: The blade looks a bit bulky on the sharp area - like it supposed to be a mace and not an "axe" @mcerasoli : thanks dude, didnt now that! Iam on it