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New Tomahawk with Callback Details
Phase 1: Reference and Concept. Decided on a modern tomahawk with accessories that call back to the old style.
Phase 2: Hi-Poly Model. Had a hard time figuring out the decal of the bolts in the handle, but finally figured it out. (PS: there can’t be a gap between the decal and the hi-poly model.) Rebuilt the head as the first one looked… well, it was garbage. On the new head, I need to clean up the geometry as well as make sure that my dimensions are even.
Phase 3: Game Ready Model with Normal Maps and Ambient Occlusion. UVing is a major pain when it comes to modeling, but it’s also one of the most important. Getting a proper UV map means that all of your other maps will work out smoothly. Creating a Normal map from the transfer technique is so much easier on Substance than through Maya. If only all programs could be that easy to work with.
Phase 4: Texturing with Substance Painter. This is an interesting step as we were told not to actually paint the textures. We were to use fills and masks only.