@9thKnight & @Green Pirate64 You guys asked me how I did some things, I finally got around to putting together some of those breakdowns. I hope everyone enjoys! I'm a complete and total amateur with VFX so I have no idea how correct or well it would work in a real game dev environment, but here is how I achieved those…
Thanks 9thknight. I definitley consider to add some blue highlights. The problem is that I am pretty much stuck in process. It's not the kind of work I am normally doing. I would love to work with z-brush, but am unsure how to convert the normals as texturemap. That would make erverything a bit easier :D . Anyway, I will…
Thanks JO420 and 9thknight. Last blade is actually copy pasted from a ispanic zweihander, some pretty crazy designs they had going on in the medieval times ;) . Update on sword and archer helmet.
I decided I need to redo the cleaver; there's a lot wrong with it. In particular, @9thKnight is right about the silhouette needing to be exagerated and the handle being too flat. With that in mind, here's the new lowpoly.
HI 9thKnight I know for the shading to not support the alpha but they are no double sided ? Can you confirm me that ? I can optimize some part so i can close some gap if i really need to :/
@peanuteng, I'd go back and try to get some painterly feeling strokes in there, right now it looks like a gradient + noise + dark strokes with photoshop emboss over them. @9thknight Yeah, I could see that depending on the style. Calling it a night and will do a little GI tomorrow night and then will call it finished.