I think the green bulges make it look like he is severely ill and not fit to fight. But that's just my opinion. I love the axe. I wonder how you made the metal texture so good.
I'm seeing no difference between that fairly long and complex procedure and just taking the blue channel, inverting it and auto levels. You're basically acting as if there's lights on the X+, X-, Y+ and Y- axes and adding them up.
mhh if you have the oringinal model in maya, just use actorX to export it as a classical static mesh, using the axmesh (which opens the staticmesh exporter) command instead of axmain (which opens the main aX window)
Nice job. I like it. Although, wouldn't it have been easier to orientate the major pieces of the ship-uvs to the texture-axes, so the hull-paint could have been easily done with a simple flipX/flipY?
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
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 .. =]