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Goffskullz
11-05-2007, 06:57 AM
i'm taking some time away from my larger project and spending some time doing some game quality models to do with my true passion.... killing zombies.

i have put this thread together to get some critiques on my favorite zombie killing weapons, first and my personal favorite, is the sledge hammer, i could use some advice on the texture, which was done mostly in photoshop, but the label was a pic from my sledge hammer, because it was easier, but the rest is pretty much scratch, and the model COULD be lower polly, but i dont think it needs to be at just over 280 polys.

anyway, give me some tips if you can, i think i have at least an axe and a chainsaw to model still, and i only started this earlier today, so hopefully there will be an update soon

http://img264.imageshack.us/img264/8896/sledgerender0001jp9.pnghttp://img266.imageshack.us/img266/7060/sledgerenderwire0001sx6.png

Goffskullz
11-05-2007, 05:31 PM
some people have been telling me to work on the textures, specifically mentioning the spec map. so i reworked the specular map, and tweeked the bump map a bit, im pretty happy with the head of the sledge hammer. i think i still need to work on the handle though.

http://img101.imageshack.us/img101/4383/sledgehrya0.th.png (http://img101.imageshack.us/my.php?image=sledgehrya0.png)

Psionic Design
11-06-2007, 03:35 PM
Looks pretty much like its supposed to ;) and would probably do plenty of close range Zombie damage, looking forward to seeing the other weapons you're creating...

dpizzle
11-07-2007, 04:57 AM
well, it's coming along, but you could probably reduce the polys by 1/2 and it would still look just as good [mainly on the circular part/head of the hammer]

:thumbsup:

Goffskullz
11-07-2007, 05:07 AM
thanks PsionicDesign

dpizzle your definatly right, when i was making that part, i was looking at it and i decided to go with either 16 or 24, because they would give a cleaner mesh due to the octagonal shape of the head, i just decided to go with 24. im sure the amount of detail i would loose would be very small if any. just due to the fact that its such low poly to begin with in current gen, and that im not going to be putting it in any games any time soon, and of course because im lazy, i just dont feel like spending the time on it right now.

also, because the image that i posted more recently didnt stay on imageshack like a good little image, here it is again.

its sort of high res because somebody mentioned that the textures look a little low res, so i wanted to show that i think they look pretty good even up close, esspecially for my 2nd scratch made texture.

http://img144.imageshack.us/img144/6370/sledgehrli5.png

dpizzle
11-07-2007, 08:09 AM
coming along...
yeah, you should reduce the amount of polys in that section mentioned earlier - but what you did is good - get the basic shape/roundness with MORE polys, then reduce afterwards, a common technique that you came across accidentally :thumbsup:
i think you should add more woodgrainy-ness[?] to the handle, it kinda looks flat right now. I'm sure you will get to that.
The actual head of the hammer needs a LOT more scrathes, alond the sides and on the actual part that gets hit (is that the head? i dunno)
And don't be afraid to use photo reference, of course.
here's a quick paint over i did, using a couple of photos
i think something like this (and again, this is a VERY QUICK paintover - you're will look much better) will look a bit better.
maybe this is what you planned for, i'm not sure - just my thoughts :)
i also did a quick paint over of how your mesh could look. it will cut your poly count down by a shit-ton.
hope this helps! good luck
http://davidpayneonline.com/misc/hammer.jpg

http://davidpayneonline.com/misc/hammer2.jpg

blastzone
11-07-2007, 12:02 PM
i DEFINATELY agree on the wood. on any given object with wood on it. people seem tonotice the lack of realism more than most other things... so get good at it :) i think the metal needs more work. a bump map and a dirt map especially :)

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