tibobo
Thank you!
tibobo
Thank you!
Final Submission
Here it is. Final submission. This was a lot of fun to make - really enjoyed the challenge!
Great challenge. I'll definitely do another in the future. Thanks Everyone!
And check out the ArtStation post!
https://www.artstation.com/artwork/Ny95RN
Aaaannnndddd we're back. The penultimate post. Here are some of my preliminary renders. These are out of Marmoset, but I'm planning to do an animated sequence in UE as well.
Still some touch ups and additional rendering to do, but I'm close!
Hey everyone!
Here with a quick update. Been working on the textures for the dagger. I still need to add some small metallic blemishes and spots, but here's where I'm at:
Next up is making the base for this guy quickly, then renders.
I'll be back with some more pics soon 🙂
Hey everyone!
Back with an update. Busy past couple of days. It was a holiday over here in the US, plus I engaged in a bit of turbo-buffoonery with my prop. A couple of days ago a decided I didn't like the heads on top of the dagger. I do like the skulls on the bottom though, so I tried to incorporate that design up top.
First I'll show the ref that inspired the top skull:
And now my skull:
So you'd think this would be a fairly normal swap out, but this is where the buffoonery lies. While swapping the skull, I also decided to change the proportions on the rest of the dagger. For the worst. I don't know what I was smoking, but I decided this looked cool:
It did not look cool. That little cube, combined with the huge top, looked super weird. Unfortunately, I figured that out after I had done all new UVs and bakes. And UV'g this decimated geometry totally sucks. So I decided to go back and fix it. One final decimation and UV to rule them all. Here's where I landed after the bake:
With all this effort trying to save time with the decimated geo, I probably could have just made a nice low-poly. Live and learn though. Here's to hoping the extra geo looks great in the renders. I'm down to the wire here with time, but textures and renders to follow soon! I swear it will be done by the 10th!
Catch ya soon!
Hey everybody!
Just a quick one for you this evening. Finished up what I'm generously calling the low-poly (150,000 tris 0_0) as well as the bake. I also got the whole thing into painter, just to prove everything is working. This mesh is totally unoptimized but I'm hoping to try and use nanite on it in Unreal, which I've never used before. Hopefully all goes according to plan!
Here are some shots of my Marmoset bake, as well as my UVs and a quick peep at the painter proof. Looking at it now some of the UVs are a bit trash and could be easily improved. Perhaps a problem for future me.
See you all soon!
Hey everybody!
Back with a new update. I received some feedback on the bottom head and ended up remaking it. The first iteration above was interesting, but it didn't really read as Himalayan/Tibetan and the shapes were hard to read. So I went back to the drawing board and decided to make something new. I liked the idea of adding a skull to the dagger - giving it a little bit more menace. I found this Citipati mask that I decided to use as my inspiration:
I think this mask looks pretty evil, so I tried to work that into my redesign of the dagger blade. I started off sculpting one skull, then mirrored it around and added unique damage to each one.
After that was finished, I added some unique damage to the other pieces of the dagger and assembled the full prop. I decided to alter the proportions a little bit here, making it a bit shorter.
Next step is lowpoly and bakes, then on to texturing!
Catch ya soon 🤘
Hey-o everyone! Busy past two days, but I have the highpoly sculpt pretty much figured out. I still need to do a fine detail and damage pass on the whole thing, plus UVs and lowpoly. I'm considering trying out Nanite on this object and presenting in UE5 though, so that may significantly increase the speed I can get this prop to the textured phase.
I'm still not too sure about the head on the bottom. I may rework it depending on how I'm feeling about it later. I also still need to make the base for this Phurba, so speed is definitely my goal. Anyway, here are some pics of the full 'clean' version of the dagger!
Catch ya soon!
Hey party people, back again with a daily update. Today's mission was to figure out the blade of the dagger. In my original design, I had 3 'forks' that I had planned to turn into dragon heads. After experimenting with it though, I thought that it looked kind of goofy. For example, these are what I was originally basing my design on:
Without anything to latch the mouth onto, they looked out of place. So I decided to replace it with a kind of head that I saw repeated in many of my references. I messed around with it for a while, but this is what I came up with.
I still have two more shapes to create, the lotus ornament on top and the cube shapes, which you can see in my original post. Then onto a damage pass and baking. With any luck, I'll have a baked model by the weekend. Catch ya tomorrow!
Hey everybody! Back in for a quick update. Sculpted the middle part of the handles dagger today. I thought I'd show a little bit of my method. Generally, I'm starting with a rough block in Maya. Then, I take the individual pieces into ZBrush and sculpt on them. If I have multiple pieces that need to be combined, I've been sculpting them separately and then combining them in ZBrush. After I have the pieces done, I plan to do a damage/metal pass on the whole object.
Tomorrow, I plan to work on the blade what for lack of better words I'm calling the cross-guard. See ya with an update tomorrow!
And we're back! Today I modeled the 'clean' high-poly for the top of the Phurba. It still needs a weathering pass, which I plan to give all to all the pieces at the end. I took a few creative deviations from my reference, but I think it turned out fairly interesting. Making the low-poly of this is going to be quite the adventure. My goal this week is to finish the high-poly and finish the bakes, then hopefully next week I can get working on texturing!
Here are some pics:
Hello everyone!
Little update on my progress so far. I have my dagger blocked out in Maya with a quick reference guide showcasing the general kitbashing elements that I'm hoping to include. I also spent a bit of time today sculpting out one of the highpoly pieces - corresponding to the purple area in the drawing. I was mostly trying to figure out my own unique design that was in keeping with the reference.
Tomorrow I'm going to try my luck at sculpting out a the demon head for the top of the Phurba. Definitely not my strong suit, so I hope it goes alright!
Back soon with more updates ~
A little late to the party here, but I'm going to try my hand at making some kind of Phurba. I'm going to kitbash from several different references, with the goal being to increase my own personal sculpting and design skills!
Here are a few of my references so far!
Name: Cody Trenholm
Country: United States
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