Jun 27, 2008, 03:25 PM // 15:25
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#1
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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Weapon concept: Demon eye shield.
More like a complete weapon, its polycount is only 220 ( intentionally kept low for modding possibilities. ) but I made a highpoly version for the normalmap.
is here: http://img246.imageshack.us/img246/5...drenderci6.png
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Jun 27, 2008, 03:46 PM // 15:46
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#2
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Desert Nomad
Join Date: Apr 2007
Location: england (currently located on the south coast)
Profession: R/
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^^ nice...anywho demon eye shield? sounds like a stygian shield to me ;:P
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Jun 27, 2008, 04:07 PM // 16:07
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#3
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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I just named it what it was. lulz.
If anyone is interested, here is the sword that goes with it:
http://img146.imageshack.us/img146/2...ertext1tp6.png
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Jun 27, 2008, 04:16 PM // 16:16
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#4
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Wilds Pathfinder
Join Date: May 2007
Guild: Scions of Carver [SCAR]
Profession: E/
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I like the sword, pretty badass imo
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Jun 27, 2008, 04:19 PM // 16:19
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#5
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Frost Gate Guardian
Join Date: May 2008
Location: LA
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Id buy them both =)
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Jun 27, 2008, 04:50 PM // 16:50
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#6
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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Sauron? In mah GW?
Pretty nice looking shield, but it would only be worth it in-game if it was animated. Both the sword and the shield seem to have a futuristic feel to them though, so I'd tone down the lights or turn them into gems or something.
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Jun 27, 2008, 05:05 PM // 17:05
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#7
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Wilds Pathfinder
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What program are you using?
The first 3D modelling I learned was low poly, and I'm glad that's how I started... because, as you prove so well with your fine shields and sword, you have to be rather creative to produce an aesthetically pleasing piece with few polygons. And, in terms of the internet where there are more and more 3D apps all the time, the lower the poly count the better.
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Jun 27, 2008, 05:17 PM // 17:17
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#8
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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3DS max and Zbrush. I make a craptastic low poly in max, export it to Zbrush, make a high polygon version in Zbrush and bake its normal map to the low poly. Result is a nice "technically correct" normal map for the bump slot.
http://poopinmymouth.com/tutorial/normal_workflow.htm
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Jun 27, 2008, 05:30 PM // 17:30
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#9
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Wilds Pathfinder
Join Date: Apr 2007
Location: United States
Guild: [SOHE]
Profession: W/
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You should work for Anet, and the original designers should be fired. You just came up with something better than anything Anet has ever designed.
Of course, they always F up the items when they are in-game, as they look nothing like the original renders.
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Jun 27, 2008, 05:54 PM // 17:54
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#10
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Desert Nomad
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
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I wouldn't go that far. We don't know what timeframe and specifications they are working on. I gave myself 3 days to do those, for all we know anet's artists only have 3 hours, in which case my stuff would not be much better ( or worse ) then theirs.
Also GW has no specular/normal maps on their items as far as I can tell, and their single diffuse maps look like 512x ( im using 1024x ). That makes a big difference. Maybe not from a distance, but up close it does.
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Jun 27, 2008, 06:26 PM // 18:26
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#11
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Site Contributor
Join Date: Dec 2006
Location: Martinsburg, WV
Guild: Scions of Carver [SCAR]/Trinity Of The Ascended [ToA]
Profession: W/
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