[WEAPON] dragon_staff 2.0 [UPDATED]
[WEAPON] dragon_staff 2.0 [UPDATED]
this is my latest weapon finished project.
so if you feel like hitting some guys with a dragon head staff just download this weapon and it should satisfy your hunger.
NOTE: the weapons file name is "drag_staff" so look for that when you want to load it.
update: there is now a new texture. please feel free to give any ideas on how to make the texture better.
download and pics:
so if you feel like hitting some guys with a dragon head staff just download this weapon and it should satisfy your hunger.
NOTE: the weapons file name is "drag_staff" so look for that when you want to load it.
update: there is now a new texture. please feel free to give any ideas on how to make the texture better.
download and pics:
- Attachments
-
- drag_Staff 2.zip
- download link
- (1.02 MiB) Downloaded 139 times
Last edited by samjb1992 on Fri Dec 28, 2012 3:10 pm, edited 1 time in total.
Re: [WEAPON] dragon_staff
I think it would be really important to improve your textures - it seems like they're the same texture all over the weapon. I remember that someone helped you on your texture with body_count, try doing all that stuff on all of the things you make.
viewtopic.php?f=16&t=16793
viewtopic.php?f=16&t=16793
Re: [WEAPON] dragon_staff
I think it would be really important to improve your textures - it seems like they're the same texture all over the weapon. I remember that someone helped you on your texture with body_count, try doing all that stuff on all of the things you make.
viewtopic.php?f=16&t=16793
viewtopic.php?f=16&t=16793
Re: [WEAPON] dragon_staff
I agree with Timbles.
Re: [WEAPON] dragon_staff
thanks for the advice, but I wanted the red stone texture all over the staff but if you want some variation I will work on a new texture for you guysTimbles wrote:I think it would be really important to improve your textures - it seems like they're the same texture all over the weapon. I remember that someone helped you on your texture with body_count, try doing all that stuff on all of the things you make.
viewtopic.php?f=16&t=16793
Re: [WEAPON] dragon_staff
samjb1992 wrote:thanks for the advice, but I wanted the red stone texture all over the staff but if you want some variation I will work on a new texture for you guys
The texture makes your model look ugly and boring. Why would you want a cool dragon staff to be ugly and boring?
Also, even if the staff is made from the same material all over, you're still missing several important details. Light and shadow and ambient occlusion make an object much more believable. A mace would have a handle for a better grip. If it doesn't have a grip, the part used as a grip will still look different. Things will be shinier and smoother where they're handled. The part that hits enemies will be chipped and marked.

Not to mention that a person creating that might want to decorate it.
Re: [WEAPON] dragon_staff
i have updated the texture and i am working on another one with more light and dark areas. i just wanted a nicer texture to be out for people till the last texture is done.Endoperez wrote:samjb1992 wrote:thanks for the advice, but I wanted the red stone texture all over the staff but if you want some variation I will work on a new texture for you guys
The texture makes your model look ugly and boring. Why would you want a cool dragon staff to be ugly and boring?
Also, even if the staff is made from the same material all over, you're still missing several important details. Light and shadow and ambient occlusion make an object much more believable. A mace would have a handle for a better grip. If it doesn't have a grip, the part used as a grip will still look different. Things will be shinier and smoother where they're handled. The part that hits enemies will be chipped and marked.
Not to mention that a person creating that might want to decorate it.
Re: [WEAPON] dragon_staff 2.0 [UPDATED]
I think that's a huge improvement!
The blue parts are maybe not fitting in with the other colors very well, since they're so bright and saturated compared to the toned-down red and yellow. It could work better in the game, though, especially if you give those areas higher shininess. The decoration in the head works really well I think, it makes me think of snakes and reptiles and stuff, making it much easier to recognize this as a dragon.
It now looks as if the head and the handle are made from two different parts. If you want to keep to the original idea, you might want to look into that. It can be made from one piece of red stone, and it can be awesome - the problem was lack of detail, and you're fixing that quite well already.
I hope you don't feel too bad about getting critique. I think you've still got lots to learn, but at the same time, you're improving very fast.
Have you ever looked into what kind of information the software can bake out for you? Ambient Occlusion maps are a great start for painting light and shadow. I usually use an Ambient Occlusion image in a layer above my texture, on Multiply or Darken mode, with something like 10 to 40 percent transparency.
You use Cinema 4D if I remember correctly, here's a tutorial if you haven't looked into it yet.
http://www.youtube.com/watch?v=a4S6n0ZO-SU
The blue parts are maybe not fitting in with the other colors very well, since they're so bright and saturated compared to the toned-down red and yellow. It could work better in the game, though, especially if you give those areas higher shininess. The decoration in the head works really well I think, it makes me think of snakes and reptiles and stuff, making it much easier to recognize this as a dragon.
It now looks as if the head and the handle are made from two different parts. If you want to keep to the original idea, you might want to look into that. It can be made from one piece of red stone, and it can be awesome - the problem was lack of detail, and you're fixing that quite well already.
I hope you don't feel too bad about getting critique. I think you've still got lots to learn, but at the same time, you're improving very fast.
Have you ever looked into what kind of information the software can bake out for you? Ambient Occlusion maps are a great start for painting light and shadow. I usually use an Ambient Occlusion image in a layer above my texture, on Multiply or Darken mode, with something like 10 to 40 percent transparency.
You use Cinema 4D if I remember correctly, here's a tutorial if you haven't looked into it yet.
http://www.youtube.com/watch?v=a4S6n0ZO-SU
Re: [WEAPON] dragon_staff 2.0 [UPDATED]
I realized that it might sound a bit weird that, after I first was talking about making the handle different, I was saying it could be all one piece....
Well, differences can sometimes be very subtle. There could be a wooden part, or metal part, or stone part, and it used to be all the same, but when it was used, some parts got more worn down, others got dirtier, others kept being cleaned, and so on.
For example, here's a picture of a wooden handle:

The parts where the hands and fingers were rubbing against the wood are darker and shiny - look at the inner circle-shape. It's also dark at the top - perhaps the user helped with his other hand? I don't know what caused it, but the top surface and the inside of the hole are darker red, while the sides, near the bottom, are lighter.
Sometimes it's the other way round - things get lighter as they're used a lot. Or there could be some grooves for one's fingers, or just some painted or engraved decoration, like the plant thing in the picture. You can learn a lot just by looking into all the detail on everyday objects.
If you had to use this dragon staff, what would you add to make it fit your hand better?
Well, differences can sometimes be very subtle. There could be a wooden part, or metal part, or stone part, and it used to be all the same, but when it was used, some parts got more worn down, others got dirtier, others kept being cleaned, and so on.
For example, here's a picture of a wooden handle:

The parts where the hands and fingers were rubbing against the wood are darker and shiny - look at the inner circle-shape. It's also dark at the top - perhaps the user helped with his other hand? I don't know what caused it, but the top surface and the inside of the hole are darker red, while the sides, near the bottom, are lighter.
Sometimes it's the other way round - things get lighter as they're used a lot. Or there could be some grooves for one's fingers, or just some painted or engraved decoration, like the plant thing in the picture. You can learn a lot just by looking into all the detail on everyday objects.
If you had to use this dragon staff, what would you add to make it fit your hand better?
Re: [WEAPON] dragon_staff 2.0 [UPDATED]
thanks for the the info. i do not feel bad about the critique because you are helping not trying to hurt me. the third post you put about the lights and darks is very helpful too i will work on that.Endoperez wrote:I think that's a huge improvement!
The blue parts are maybe not fitting in with the other colors very well, since they're so bright and saturated compared to the toned-down red and yellow. It could work better in the game, though, especially if you give those areas higher shininess. The decoration in the head works really well I think, it makes me think of snakes and reptiles and stuff, making it much easier to recognize this as a dragon.
It now looks as if the head and the handle are made from two different parts. If you want to keep to the original idea, you might want to look into that. It can be made from one piece of red stone, and it can be awesome - the problem was lack of detail, and you're fixing that quite well already.
I hope you don't feel too bad about getting critique. I think you've still got lots to learn, but at the same time, you're improving very fast.
Have you ever looked into what kind of information the software can bake out for you? Ambient Occlusion maps are a great start for painting light and shadow. I usually use an Ambient Occlusion image in a layer above my texture, on Multiply or Darken mode, with something like 10 to 40 percent transparency.
You use Cinema 4D if I remember correctly, here's a tutorial if you haven't looked into it yet.
http://www.youtube.com/watch?v=a4S6n0ZO-SU
i used sculptris to make and texture this model, and i will look into some material on lights and darks like ambient occlusion. again thanks the help is very welcomed and i am thankful for it. any other advice you have is welcomed and i will post pics when i am done so you can see my progress and comment on what you think.
Re: [WEAPON] dragon_staff 2.0 [UPDATED]
In the community content browser now. 