I love the idea, especially if it was made open ended. Let's say that the goal could be to "Model a hammer" but the style of the hammer would be up to the creator. This would show us both workflow and the individual's take on the given subject. I would love that
I'll join in too. I will make the Hammer. I blocked it in Zbrush. There are still some proportions off though. I am also a Blender user, so I will use the hammer to start using Maya. The rope will stay as placeholder and I'll make it with curves later.
As long as you own any game that uses the Source engine (HL2 and the episodes, CSS, DoD, TF2, etc.), you can use the Hammer editor to make maps for them. You can get Hammer by going to the Tools tab in Steam and downloading the Source SDK.
This... App is a tool. Like a hammer. Some people probably use brick instead of a hammer. Modelling is a modelling. You can use whatever tool you want. For env art choosing engine is more important. Modelling is straight forward... just model shit out.
Here's some progress I've made today. I added in roughs for the ears. I also began to create the separations in the hair/fur. Oh, and the rough shape for the hammer. Hammer diplomacy! Side note: Ignore the bug eyes, those are just low poly previews.
@ MechBgum and Spudnik: Thanks guys! That was exactly the input I was looking for! I've gave the hammer a second try. This time I've tried to keep more order, balance and symmetry...and the hammer look. :) Feel free to point out anything that you disagree with! I'm here to learn...
Next iteration of character "Cleric Jacob" I'm working on now. For now it's done. And next thing to do is his hammer... or shield.. or hammer and shield.. ...or bow.. or smth.. :# More his WIP shots and stuff are on my Digital Sketchbook page here on Polycount.
I see some very tasty stuff here! The only crit i have is that this looks a little strange. I mean, for such a heavy hammer it comes to a very sudden stop in that swing. It makes it look a bit like a nerf hammer that weighs nothing.
I experimented a lot with creating a chainmail and using zbrush mircomesh was the least painful method I found, got some weird error tough. The circular dents are supposed to be hammer marks left from the blacksmiths hammer, but now when I look at them they're a bit small:/
Yes! I really like the where the hammer animation is headed. This has a lot of potential. I don't have too many suggestions, but try and make the cartwheel (where he picks up the hammer) more clear from the League camera. Adjusting the timing for this area will help as well.