3D Evil Battle Axe


#1

I’ve spent a lot of time with this model, 5th full reconstruction here and easily my 50th sculpt. Hard normals on this render, but I wanted to see how well the AO would look with a harder-edge model…

Model rendered with just an IBL and basic shiny clay-metal hybrid, here:

This is the latest render, turned off all lights but a simple IBL sky light.

Here’s the previous lower-poly render with a crapload of lights, reflectors, and a main sun:

And here’s a previous render of Take 3, Sculpt 118 or something:

Mostly I’d like input on lighting and rendering of an object like this. I’ve done some before, but really want some input on this particular model. What’s a good angle? What’s the most aggressive and dominant? And should I studio-light it, or use volumetric lighting, or perhaps just make it way shiny and paint up some nice textures for it?

Love some feedback. Rip it to pieces.


#2

Quick update on lighting. Liking the highlights now, relit the scene entirely.

Now on to texturing! Struggled with a UV-map, but it’s good now…


#3

Quick update, new lighting and new textures:


#4

Lighting update. Not much interest in this project here, but if anyone feels like telling me why it sucks, please feel free! (grins)


#5

Wish I had a critique, it looks great!


#6

I think the lack of interest is because there’s not enough to crit. Where’s your reference? Then people can crit how well you executed your concept. Where are your wires? Then people can crit your topology and edge flow. Where are your maps? Then people can crit your UV layout and normals/spec, etc. What’s the intended use of the model? Just beauty renders, game engine? If the latter, show us the low-poly wires and a tri count, etc.


#7

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