View Full Version : Chota Nagpur

10 October 2006, 09:15 PM
Image updated with newest - Crits welecome and encouraged

Psionic Design
10 October 2006, 09:08 AM
Looks pretty good and recently used ;)

10 October 2006, 11:12 AM
the blue rings look out of place, i would suggest scraping or changing them

10 October 2006, 01:49 PM
I wouldn't say the blue rings look out of place but rather that they seem an extravagent detail to a rather mundane weapon. I would either take up the detail on the blade or remove the beads. Also, the bark seems out of scale, unless this is a weapon used by a giant, in which case, where are all the areas where branches would have been shaved away? Also, there is no area where the bark pattern would logically be broken up. Such as the ends or scratches and nails near the axe head where the weapon needs to have something holding that head in place.

10 October 2006, 02:12 PM
Just a few other changes I would suggest. I noticed you had a couple normal problems on the blade itself.
The blue arrows are vertices I would pull out. They just seem excessive given the very slight curve they lend.
Red are edges I would pull. Green are the seggusted new edge lines for your topography. And finally? The purple line is what I consider a "taper start." Through that line in and slighlty scale in some thinkness. This way, your blade doesn't keep a strictly "V" shape to it in crossections. This could also help on those pesky normals. If polycount becomes your concern through this step, you could always seperate the beads from the main handle, connect those exdges, and pull 42 polygons free that way.

10 October 2006, 12:51 PM
Thank you so much RuinedMessiah for that very detailed crit, it is much appericated. As far as the wood changing where it was cut, I agree. It's something I thought about but figured was too detailed for anyone to notice, I was wrong and I am changing that at this moment. I am also adding some detail to where the head was attached but I am having trouble finding suitable reference as to how this sort of thing is truely connected, nail placement, angle (reference for the cut of the wood or the attachment of the head would be appriciate if anyone knows of any!). As far as the topography is concerned, I did not do all of the changes because I don't think the edge producing the blade edge is necessary, I think it works well enough with the diffuse/specular map (it has been improved since the posted render) but some of your changes helped smooth out the metal segment shading issues. As far as the verts that look unused, it's the angle of the render, they need to be there to produce the correct shape (the the back-curve of the blade) perhaps this will be more noticeable in the next post. I am having some issues with the wood. Below is a sample of the reference photo I used, it is raw wood surface, but once I add the diffuse/specular/etc it's looking like bark and I'm not sure what it is that is doing that? Any suggestions, reference?

Thanks again

Wood Reference Photo:

10 October 2006, 12:55 PM
I forgot something....

I did try and add etching to the blade but none of it looked correct, but it does need something. I will try some more things in that area, perhaps a mounted blue bead on the surface (I don't know if that technology existed in the era that this weapon was used but "oh well"). Anyway, I will try some more things and post a new render in the next couple of days.

10 October 2006, 05:52 PM
Just a small update. Hopefully this is complete as I would like to start on my next object, an Eskimo bow. Crits welecome. I have implimented some of the suggestions from previous replies.

10 October 2006, 02:13 PM
If nobody says anything more does that imply that there is nothing wrong with this object, but that it's not that exciting, yes? I know, just a weapon, boring, but I need input because I am ramping up to more complex items (I can model characters and such, I'm just rebuilding my portfolio aimed towards gaming and I thought I would start small)


10 October 2006, 04:05 PM
How about some worn or discolored spots where it gets held? Like some oily hands have been grasping it. It looks like the head/blade part might just come flying off if it was to see some action, maybe you could fasten it to the pole with some rope or a rivet.

10 October 2006, 08:11 PM
Much better!


10 October 2006, 01:31 PM
RuinedMessiah: Thank you, I have tried to make this as good as possible.

Squirmy: I agree with the idea of the oily areas where it has been held, that would help, I am just worried that it might make it just look blotchy and not come across as wear (perhaps if I smooth the bump in the areas where the wear is?). As far as attaching the head is concerned, I'm not quite sure how to proceed. If I do rope, it would require almost a complete rebuild, any suggestions from anyone? Does anyone have any non-rope reference as to how something like this would be attached to the pole?

Also, for this I used a color / bump / diffuse / specular / reflectivity map. Is this workable in any current or next-gen game engines? If not, which channels can I not use?

10 October 2006, 11:41 PM
Yeah the handle does look kinda odd. It looks like you have some texture for the it in the bump channel. It adds to the barkyness with the depth and such. Perhaps you could lighten up the colors of the texture ref your using and maybe blow out and blur some of the detail so it wouldn't be so sharp. You could probably add a little specularity and diffuse to the handle too. I think the dullness of the handle helps give that bark illusion. (

I have some suggestions on the blade aswell. I think the rust/chip on the blade is kinda funky. I don't think blades chip like that. It looks like the blade was coated with a sliver...coat instead of it being entirely one solid piece of iron/steel. You could probably add some shine/wear on the edges of the head, especially on the sides, back and perhaps a little bit on the bottom part that is between the blade and handle.

As far as the model goes, The only thing I can really critic on is the head. I think the back of the head looks kinda bland because it's too blocky. It'd be nice if you was able to emphazie on the part where the head is attached with the handle.

11 November 2006, 03:35 PM
Some subtle changes. I hope it looks better now. I hope I am done with this piece, just let me know if there is anything else that seems off.

Thanks for the input yoyomon.

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