New Tomahawk with Callback Details

New Tomahawk with Callback Details

sketchfab

Phase 1: Reference and Concept. Picked a modern tomahawk design, bringing back classic elements through its accessories. Phase 2: Hi-Poly Model. Found it challenging to position decals on bolts in the handle correctly but finally nailed it down. (Note: No gap should exist between decals and hi-poly model.) Rebuilt the head as the initial one was subpar. On the new head, I need to refine geometry and ensure dimensions are balanced. Phase 3: Game Ready Model with Normal Maps and Ambient Occlusion. UV mapping can be frustrating but it's also crucial for a smooth process. Achieving an ideal UV map is key since other maps will rely on it. Creating a Normal map through transfer technique in Substance is significantly easier than doing so in Maya. If only all software were this seamless to use. Phase 4: Texturing with Substance Painter. This phase is interesting as we were instructed not to actually paint textures but rather utilize fills and masks only.

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