Hello everyone, wanted to start a thread here to document my progress in creating 3D game assets. I'll start with my most recent asset. I created it for a contest over at Sketchfab. The challenge was to create a battle axe.

I started by drawing a few concepts.

I asked some friends which one would be best to model for the contest and C was the one.

I then started by blocking out the base shape in Maya.

I then took that and turned it into a initial high poly and into Zbrush for detailing.

Here it is fully detailed and finished high poly sculpt.

Then it was onto retopology. I use 3D coat for this. Here is the final topology.

After that UVs, which were done in 3D coat and Maya.

And last into Substance Painter where I do my bakes and texturing.



And link to the Sketchfab viewer.
https://sketchfab.com/models/f3acbdfb77dc449fb2d08bc3524a4e79

Thanks for looking. Love to hear your thoughts and opinions.

This is really cool. I love the little details on the axe handle. The textures are good in my opinion. If I could recommend something it would be to add scratches and cuts to the bladed areas. These things made the other concepts with them standout more. The wear and tear added to the story of the weapon. In the texture version it shows it's been used somewhat so a few battle scars would be nice to have as well. Over this is tell a solid job. I look forward to more work in the future.

Thank you for the compliments and feedback Malcom, I see what you mean about adding the scratches and damage to tell a story. I will apply it to my next one.

I am already working on it, here is the final low poly and initial high poly which I'll detail. This one is more of a barbaric style, crudely made with low end materials.

Will be making the other 2 once this one is finished. Trying to get my work flow down!

Updating to show my finished high poly. @malcom how are the details? Maybe I went a little over board, never gone this dense on the mesh resolution. The wood I didn't want to overdo as I found a nice Substance Material I already tested which will work, and don't want the wood grain to conflict. I'm anxious to finish this. Looking forward to getting more feedback from you.

In my opinion I think it might be a bit overboard as well. It feels "fack" in a way. I like the little chips on the outside of the blade and the thing that holds it together. I think you should keep that. The inside cuts are a bit much. Other than that, this is looking good. I feel you lost the transitions for the top part of the axe blade. The bladed part on the holding area looks nice. Try to get the same look on the top blades. Lessen the scratch details on the blade and I think you'll be good to go. Some blades can have a lot of scraches but usually they have a bit of rust and age look to them, but I don't believe thats what your going for. Again keep up the good work. I like where this is going. I look forward to the textured version.

edit: I think you just need to spreed the scrach details in a good ration. Think of the 70/30 rule. Have 30% be detail and the rest pretty clean. This way it looks used but not overly used. Hope this feedback helps.

Malcom thanks for the feedback. I see all the points you've made, all makes sense. On the transition of the top blade, I'm thinking maybe try some primitive looking welds between the blades and how they attach to the center piece. Or maybe like the bottom, make it look like it's cast out of one piece and hammered into shape. Also I think there needs to be some gap and definition where the wood sticks into the metal piece on the top blade. I'll redo the scratches to create the balance you're talking about. And for the rust, I'm going to add that in when I texture in substance, the micro detail is for the normal map anyway, and substance does a great job creating that and having it match with the metalness and rough maps.

That looks pretty good. Ok I see where your going with this now. Look forward to more updates

8 days later

Thanks Malcom! I'll be finished within the week and I'll post!

12 days later

Some progress update. Retopology finished, as well as UVs.

Bakes are done, have a little cleaning to do on them, then onto the texture.

Here is the high poly baked onto the low poly as well as topology.