Tempust85 Posted September 13, 2014 Posted September 13, 2014 WIP: Tris: 254Verts: 200 Jeff, Omicron, Bek and 2 others like this
Bek Posted September 13, 2014 Posted September 13, 2014 Nice! I made one in Autodesk Inventor awhile ago.
Tempust85 Posted September 13, 2014 Author Posted September 13, 2014 Update: Tris: 434Verts: 326 Don't know what the hell I was thinking with that old axe head. :\ Onysfx, Omicron, Archangel35757 and 4 others like this
AshuraDX Posted September 13, 2014 Posted September 13, 2014 needs moar mass , take a look at the top right axe head there, the shape matches yours, but this one appears a bit heavier, to me it looks like the axe blade is prtruding from one side of a 7-sided cylinder and it's a lot thicker than your current bladealso wires pls EDIT :yup seems to be 7 sided Archangel35757 and Tempust85 like this
Tempust85 Posted September 13, 2014 Author Posted September 13, 2014 Nope, but it will hurt. The code for this weapon is pretty much set up. just need to finish the model, make the gamorrean use it's own GLA & create some animations. Shall look sweet when it's done. After this, I'll make the staff so there's variation. Mandalorian, Wasa, Bek and 1 other like this
minilogoguy18 Posted September 13, 2014 Posted September 13, 2014 Didn't know you wanted to take a whack at animating the gammorean. Tempust85 and Bek like this
Tempust85 Posted September 13, 2014 Author Posted September 13, 2014 Well I figured you've got the AT-ST to do, and I need a break from mapping.
minilogoguy18 Posted September 13, 2014 Posted September 13, 2014 Yeah, the AT-ST really just needs a death animation which I'm started to want to do something unique like it falling over on it's side. After that it can be put into game, will be busy though the next week getting stuff in life sorted out like making my weekend car road worthy again after sitting in a garage forever since the daily needs some body work after someone hit it. Tempust85 likes this
Tempust85 Posted September 13, 2014 Author Posted September 13, 2014 Small update. I've made the ends of the handle flat rather than rounded. Going for a more weathered & crude look.
minilogoguy18 Posted September 13, 2014 Posted September 13, 2014 Looks like a kinda high poly model, gonna do a bake?
Tempust85 Posted September 13, 2014 Author Posted September 13, 2014 Nah, I'm just going to texture it. Rend2 won't ever be finished by the looks of it seeing as no one can/is able to help Xycaleth, poor guy is burnt out on it.
Archangel35757 Posted September 14, 2014 Posted September 14, 2014 The axe head blade seems just a bit too long... nearer the shaft.
Tempust85 Posted September 14, 2014 Author Posted September 14, 2014 Yeah, trying to eyeball a perspective reference really sucks sometimes.
Tempust85 Posted September 14, 2014 Author Posted September 14, 2014 Update: Tris: 658Verts:471 Should be quite accurate now. I know what you're going to say that the axe blade could be reduced, but I've detached the faces on the blade for good shine purposes and I'm still well within my limits. Archangel35757, Wasa and Bek like this
minilogoguy18 Posted September 14, 2014 Posted September 14, 2014 Na, the only part that maybe has a little too many sides are the collars that hold the blade to the handle, those torus' should only have around the same amount of iterations around the Y axis as the rest of the handle. The blade IMO is fine, not overdone at all. Tempust85 likes this
Tempust85 Posted September 14, 2014 Author Posted September 14, 2014 I need to increase the handle a tad, forgot it last time. I'll decrease the 'collars' a bit until they and the handle are in sync.
Tempust85 Posted September 15, 2014 Author Posted September 15, 2014 Update: Tris: 624Verts: 456 Small tweaks here and there. Bek likes this
Archangel35757 Posted September 15, 2014 Posted September 15, 2014 It looks like you made the axe blade extend straight out even further from it's base shank. To me it seems it should have a shorter extrusion and start widening sooner (especially on bottom side).
Tempust85 Posted September 15, 2014 Author Posted September 15, 2014 Update: Tris: 598Verts: 430 I decided to remove the blade detail seeing as looking closer, it's not in any references. I resized the head a bit to match the reference better. Added a little chip in the blade also. Wasa and Jeff like this
Tempust85 Posted September 15, 2014 Author Posted September 15, 2014 Update. Consistent colors: Shadows: Modview: Need to make some animations now. GPChannel, Omicron, Wasa and 5 others like this
Archangel35757 Posted September 15, 2014 Posted September 15, 2014 Wouldn't it look a bit better if you textured a "sharp edge from grinding/sharpening"???
Circa Posted September 15, 2014 Posted September 15, 2014 Wouldn't it look a bit better if you textured a "sharp edge from grinding/sharpening"???Exactly what I was thinking. Looks relatively unused. Something like this:
NumberWan Posted September 15, 2014 Posted September 15, 2014 Screenshots here are another proof, that JA has so much replayability as well as potential. Just look - a game from 1990s - the Dark Forces - was just a root for a large tree, which eventually turned into a huge and spacious forests. Surely with the fans' help, but still. I mean, that JA is far from DF2, but the memory of that game still lives with even such minor details like this axe. But that is a discussion, for another time, perhaps, as Kreia would put it. Bek and therfiles like this
Tempust85 Posted September 15, 2014 Author Posted September 15, 2014 Update: therfiles, Archangel35757, Wasa and 3 others like this
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now