Weapon concept: Demon eye shield.
Master Ketsu
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
is here: http://img246.imageshack.us/img246/5...drenderci6.png
payne
^^ nice...anywho demon eye shield? sounds like a stygian shield to me ;:P
Master Ketsu
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
If anyone is interested, here is the sword that goes with it:
http://img146.imageshack.us/img146/2...ertext1tp6.png
MisterT69
I like the sword, pretty badass imo
Xx Da Best Xx
Id buy them both =)
Shayne Hawke
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.
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.
lakatz
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.
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.
Master Ketsu
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
http://poopinmymouth.com/tutorial/normal_workflow.htm
Lawrence Chang
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.
Of course, they always F up the items when they are in-game, as they look nothing like the original renders.
Master Ketsu
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.
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.
Zidane Ortef
http://guildwars.wikia.com/wiki/Demonic_Aegis
kinda like something we already have.
kinda like something we already have.