Hi. I ran into a problem trying to subdivide my lil axe when exporting it to Mudbox. Not very good at problem solving as im a pretty shitty modeler and i allways mess things up not knowing the rules of quad modeling :'(
Okay, I'm working on an axe for the Game-Artist challenge, and have come to a realization: I'm not exactly certain how to texture realistic gold. Would I simply use the same techniques I'd use on steel, but with a slightly desaturated yellow-orange hue? Or what?
My fan art of Crocodine is finally done. It's a 46.8k polygons model with 3 sets of textures for the body/head, armor and axe. It's been made using Zbrush, 3dsmax and Substance Painter. Hope you like it :) model https://youtu.be/esBZpFoDJZs
Damn...seriously? I cant remember that. I know theres been some pretty brutal bauer kills. The axe to the chest this season was f'kin awesome! I'll have to go back and find that decap you're talking about
Hi, I've just done (and forgot to post for a few weeks) a stylized axe. It was a quick model, just in a break time. I'm happy with the result. Here's render and sketchfab: model
Hello Guys .. i think that it is done .. some little bit adjustment to finish 100% . now i will to do the axes .. i hope you like.. is a little large the render .. =]
Cheers man. At the moment most of the model is symmetrical to make it easier to work. Plan to make different axes hand wraps and boots. Want to make it really representative to the concept as it rocks.