Awesome Axe!!

HumanSteak

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I liked the second one best, but the staff is much better on the last one
 

Thothie

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By the way, would there be a way to make it do extra elemental damage, without making the axe actually that element? ie, it has an extra poison damage, but the axe still does physical damage so it can hurt undead?

Yes. You'll notice your fangtooth and envenomed blades still affect undead (just sans poison).

I'd see if you could get a balance between shot #1 and shot #2 (and yeah, first handle texture was probably better). I'm not sure what our target poly count should be TBH. Load it up in game and see if it makes your character's head explode (replace an exsiting model to view it).
 

HobbitG

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the biggest reason for the huge change, was because it lowered the vertex count from ~3000 to 834...

So curvy blade > angly blade?

Should i keep the first skull shape, but not smooth it?

Handle shape good, but material needs work?
 

HumanSteak

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If you want my opinion, the handle was perfect in the last screenshot and I prefered much more the skull on the one with jaw open. As long as it doesn't get too high poly's or anything and it works I prefer curvy blade,
It's a fine model :)
 

evilsquirrel

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maybe try to do the skull more with the texture than with the model itself? (like the greataxe is)

other than that, i guess it looks evil enough ;)
 

HobbitG

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Ok, new pics for ya. Which one do you like better? smooth or not-smooth?

Not-smooth:
notsmooth.jpg


Smooth:
smotth.jpg
 

HobbitG

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yeah, i have no idea where to go from here, that's why it's not in-game. also, 3dsmax refuses to tell me poly count, just vertices and faces. Vertices is 1712, faces is 2962. Now, without teeth it's 1088 verts and 1810 faces. But then it looks like the skull of an old man... it's actually funny... which isn't good if it's evil... :p
 

Shurik3n

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Polys are listed as triangles I think.
 

Shurik3n

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What are you modeling this in?
 

PBarnum

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3D max i bet
 

HobbitG

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Yup, 3ds max 7.

And yes i realize they are not all one solid object. i wanted to get the design finalized before i did all that work. Which is a good question i guess... does the axe have to be one solid object or can i leave it as multiple pieces?

Oh, and can someone please point me to where i can get information on the whole skinning/animating/compiling part? to get me from where i am now to swinging it in the game :D
 

Gaz

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It looks cool, but its way way over kill for polys for HL1.

Its still pretty high for source too :)
 

Orochi

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If you want, I got that kinda stuff set up and good to go on MS3D, so send it my way and I'll rig it up for use as an HL model. I don't think you can do that from 3DSMax, for HL anyway, but don't quote me on that. Export it as an .smd or .ms3d if you can, if not, I'll use the .3ds or whatever you made it in.
 

Kengou

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DUDE, that's an awesome model so far, I'm impressed, I'd say I like the smooth skull with the angly eyes, they look more like gems that way. And you could just go with like larger teeth to save poly's and keep the look. I'm not exactly sure about how much you could do overall to get some serious weight loss on those poly's without totally destroying the effect of it though, good luck!
 

Thothie

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Think you'd eliminate half the polys if you just knocked his teeth out and gave him fangs.

Still curious to see how an over-poly'd model would look/run in MSC.

I'll try to keep a slot for this axe open in my media consolidation efforts to mitigate the item limit.
 

HobbitG

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Thanks Kengou for the comment, and thanks thothie for the slot.

But, i still don't know how to get it into the game :p

I know other people have offered help, but it's kinda like that old saying: Feed a man a fish and he's fed for a day, teach a man to fish and he's fed for his life. Or, if you prefer: Give a man a fire and he's warm for a day, light a man on fire and he's warm for the rest of his life.
 
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