I am looking for some weapon art to use to make a few models for a game I am working on. Does anyone want to practice on a Sword/Shield, A staff, and Two daggers? Or does anyone have art laying around that they don't mind allowing me to use? Some images I like to give you an idea of what I need:
Hey all, Just thought I'd post up something I made yesterday, felt like trying out making a WoW style asset. Zin'Rohk was my favorite sword design in the game (when I used to play) so I thought I'd make that. C&C always welcome, thanks for looking :) zinrohk_img1_web by Pixelatedkiwi
I am working with a concept created by Julio Nicoletti to create a broadsword for the Chivalry contest. I will be creating this also for a scene I am creating, of a low poly cathedral named Rite's Hall. I will be posting updates of both pieces in this thread, though the sword will be included in the cathedral the fidelity…
Dear all, I am currently developing a videogame for the iOS platform in UDK. It is a point-and-click videogame inspired in Broken Sword, Maniac Mansion, Indiana Jones but in real 3D. I currently have the main character modelled but I need an animator to rig and make the animations of idle and walk. Please mail me at…
hey guys finished up one of my characters, and wanted to see what i can improve next time, or improve now ( still doing some post rendering, such as the sword) with some feedback zbrush/keshot/ps if you guys want to see more pics/closeup, let me know much love
Nice work!! Are you going to do some colour editing, or is that done? I feel you could up the contrast a slight bit, get her eyes to look a little more to the right, and tilt her sword a little more to the right. That might help you match the concept a bit more.
Nice posing and good rythm ! The second gif is the angle that I think works better. It reminds a role-playing gameplay view, like Diablo or Dota. What could be cool is when he is protecting against the fire (sword up) he does 1 or 2 backward steps and bit disoriented.
It's a typical quantization issue. For such a smooth surface, you would need either to add edge loops to get rid of the smooth gradient on the flat side of the sword, or use a 16bpc normal map, or add dithering on the normal map. See https://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps
Here is another project I'm doing along with the Blacksmith. I love realism and I want to create a realistic character from pre-existing art. Here is the concept by Marko-Djurdjevic http://marko-djurdjevic.deviantart.com/art/Sword-of-jehammed-Final-485545969 Here is what I have so far...
Hi ScoobyDoofus )) glad to read you here )) prepared few pictures... render wireframe and texture i have no any shader for ninja.... but sword have a specular ^__^ don`t know how to make a normal map yet... have no tablet for sculpting in ZBrush )) have just a mouse and curve hands )))