Started on the Ebony weapon set, first of Long sword. managed to get most of the base shapes to a point where I could focus on smaller details.
Feedback is always welcome.


Based on Concept by dragomir.

Started on the Ebony weapon set, first of Long sword. managed to get most of the base shapes to a point where I could focus on smaller details.
Feedback is always welcome.


Based on Concept by dragomir.

Looking spot on so far! Nice work
Maybe this is just me but the crossguard looks kinda funny - like a little plastic bendy straw. I know that was in the concept but idk it just looks almost kinda low-budget sci-fi to me, though probably that will change once you get textures on this thing. Also I think it would look nicer if the crossguards weren't quite so bent and were a more gentle curve like in the concept. Otherwise I personally think this is pretty good.
Really good job so far, I just have to mention that this isn't a shortsword, it's one of the longswords :P
The crossguard middle section however wasn't supposed to be rectangular in its cross-section, but more oval-like. Try not to go for angular shapes in the crossguard, but round and smooth instead ;)
Thanks for the feedback. I will tweak it a bit more on my next session, including rounding things up, and adjusting the crossguards :)
I agree with Ociee; the crossguard looks strange. It seems too artificial, too symmetrical and perfect, bordline sci-fi. For the next session, I'd try reducing the intricacy of the design, and maybe adding some slight subtle imperfections, just so it feels like it was hand forged, rather than assembled in a factory.
The reason it's so mechanically perfect right now is because I have yet to start sculpting on it, once I get to a design/blockout state I and others are happy with I will let go of the Mirroring and make it less symmetrical and perfect. the handguard will be adjusted based on feedback, both on the curve and the clarity of it, along with the handguards full redesign.
I like what I see. Is a good start.
Ociee wrote:
I find it a bit exaggerated. Proper material and details will make all the difference.Aside what was already said: going for softer curves and rounded shapes. I would probably slightly scale up crossguard and make the part following blade a bit longer. It looks a bit small comparing to the handle and a blade size. Without going too far it will make the whole thing look heavier and more intimidating IMO.
Quote:
The problem does not come from the 3d artist not respecting the concept, though.
Time for an update, had some time to kill at work so made a new more rounder streamlined core for the hilt, along with some small fixes here and there. Also remade the handguards so they blended into the shape better, was less sci fi
Great, this looks much better already ;)
Drago, when he finishes the bake, we will need a hang to set up the shaders, to get the right look for ebony blades.
Sure thing. Probably quickest way to get me up there will be via bugging my ass on Skype.
It sure did improve the look, I do have some ideas though that would improve the silhouette even further, along with allowing the player to actually see the scarab motif at the right angle while wielding the weapon. Will work something out and give yall a preview.
New update, Since i forgot to save my work on my drive I did the responsible thing and rebuilt it for a third time in addition to the new ideas. Here you can see it in a pseudo first person view look, with a extra view from the front. :D
It does look much better now and I'm looking forward to what you'll make next. Also I'm sorry if I came off a bit rude.
I love the way handle shapes flow now!


One thing I think would benefit it further, would be to make grooves on the crossguard instead of rings. Ones that go inside, rather than outside, let me show you a quick mockup:
If you could do that, that would be... Groovy.
Also, I think the crossguard bit together with the part with the scarab on could be a bit more flat. Heavy and cumbersome is not the look we're pursuing here, but rather agile and elegant, and somewhat realistic in its proportions.
Oh dear, that does look groovy! Will fix that once i get some time to kill at work, also slimming down the piece could quite easily be adjusted for a more streamlined aproach :)
Ill see what i can do!
Update! Added the rings as suggested, and slimmed down the design to be more sleek.
I haven't given the blade a lot of attention yet, but I will take a double fuller into account when the time comes, might look great. We will see :)
Update, Blade with better shape, and improved fuller. Also gives you a full view of its shape.
Awesome job!
are u able to convert this model into a baking lp model or do u have to retop the entire thing?
Lets zoom onto the next one, you're nailing these
I might be able to convert some parts of it to a lowpoly, with some optimisation needed, However i plan on doing some sculpting on it before, add some nicks and imperfections here and there, also need to finish up the sheath.
Whoah that went fast! Awesome job!
Unless anyone have anything else to say its time for sculpting!
Do it.
Update again!
Sculpted out details, most probably done with this high poly, time for the next.

This is looking gorgeous, Only thing I would suggest still is maybe making the legs of the beetle blended into the metal a bit more. They are of course purely decorative, but if they stick out less they might not look as fragile.
blending them into the metal would look nice, but i would loose a lot of dimension on them then, would look flatter as to say. But ill have a look at the idea once ive gotten further on the other models, and go back to unify them all into one set.
Whatever you feel works best ;)
Got the green light on the longsword, and after that it was a slight blur...buuut, this is todays progress, on account of being home sick.
Just a quick update with some added details on the spear, along with making the wings only one pair. started on the axe yesterday too but have little to show, will have more when i get home from work this evening!
Update again, Spear is modeled, and the axe is too :) closeup on sharpypoints on both. time to get some sculpting going on all of them.


ok some tips for best material outcome.
old/deep scratches u can sculpt, PenA with zsub-18 and focal 95 tends to work best.
Trimdynamic and trimdynamic border at Z 50 with squre alpha is best for dull/blunt dents and ruined edges.
Eveyrthing else: small scratches, wearing, tiny details, mud/grime, is all in texture.
Thanks for the tips :) Will get things into zbrush tomorrow and sculpt away :D
Ravanna wrote:
Keep in mind this is the second toughest material on Nirn, surface damage, even small scratches would be absolutely minimal.
Already have that in mind, tough it is indeed :)
Any update on this jinxy? Have you started the sculpting?
Due to RL issues progress have been slow, but I have started sculpting, and is getting close to finishing the highpoly of the Greatsword, have the longsword sculpted as well but it might need a revisit.
Current progress on the great one :)
Oh my god, now I want my first character to be a great-sword wielding maniac!
Another update, gave the longsword a resculpt and polypaint.
Axe, nuff said
That is gorgeous detail on the axe head.