You have great references but the grip kind of looks like a bicycle handlebar. Also, subtle shapes and dimensions are key for most swords. I'd take more sword reference pics of anglo-saxon swords, because you have great texture references already.
I get what you mean, and I agree that the crossguard looks nothing like the Master Sword. I was trying to make a sword that looks like it fits into the Zelda Universe, and make it look special enough to be the Master Sword. I hope that made sense. x)
Basically the story doesn't start to manifest until Chapter 2. Then you get your Silver Sword and things become more interesting combat wise when you have to start switching swords and sword styles. Both games beat Dragon Age into the ground imo.
Nice blockout for the armor :) the only thing that I don't get is that short sword on his back ^^' I'd see better a big ass sword or if you wanna keep it that way maybe two would be better. A single sword that size doesn't fit well in that position imo.
Hey! It's awesome that you're learning to do 3D, but learning the software is maybe about 10-20% of the adventure. What needs to be developed now is the ability to problem solve and it's honestly where I think a lot of us get long-term satisfaction from. You're rarely ever going to get things right on the first go, even as…
maybe due to most of the monster sword don't have tongue design on that, or normally they'd make it more flesh-ish design for the sword. but your case is more metal/ rock texture 's non-organic looks so normally better with teeth on the sword. well i think so :P
The reason for pumping the sword up to 5000 polys is so that you can create detail onto the sword that you cant get with low poly modeling. Once you have modeled the sword in high poly you will be able to bake a normal map and apply the normal map to the low poly model.