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Published: 2016-11-01 04:02:27 +0000 UTC; Views: 10697; Favourites: 279; Downloads: 124
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Description
This has been by far my most popular deviation, and I'm not quite sure why. I always felt that the original Break Blade model I made was not my best work, even at the time. BUT!! I've remade the entire thing from the ground up, with some redesign liberties taken, too. I hope doesn't mind too much, since it's his design to begin with. Heh sorry for omitting the rope that's supposed to tie the hilts together; my cloth sims weren't cooperating and my computer was about to melt.My first model here: jackbryanreynard.deviantart.co…
Crosmir's original concept art: crosmirsketch.deviantart.com/a…
This wasn't a commission, but it DID kick off a chain of RWBY OC commissions that were a lot of fun. If you're interested in commissioning me, check my profile for guidelines! Cheers!
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Comments: 17
FH47 [2016-11-01 16:35:15 +0000 UTC]
Oh man you had some of the best OC weapon models out there. I still love your work on Scarlet Fury for me way back when. Hopefully someday I can commission you for more
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CrosmirSketch [2016-11-01 15:43:20 +0000 UTC]
Awesome dude, this is absolutely stunning. I'm really liking the redesign of the blades too. I never get tired of seeing your work. Keep it up!
👍: 0 ⏩: 1
JackBryanReynard In reply to CrosmirSketch [2016-11-01 19:30:03 +0000 UTC]
i managed to use the correct set of runes this time lmao
thanks for the kind words
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JWright-3D-Graphics [2016-11-01 07:24:12 +0000 UTC]
Damn, very cool what software you using for your modelling, and what's the polycount on those beauties
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JackBryanReynard In reply to JWright-3D-Graphics [2016-11-01 08:10:49 +0000 UTC]
i use blender!
for one sword the poly count is ~59k verts, ~31.3k faces, ~60k tris
numbers vary b/c the left and right side versions of the swords have different runes
since i dont need to make it game-ready, i havent baked all the geometry detail down onto a low-poly mesh
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JWright-3D-Graphics In reply to JackBryanReynard [2016-11-01 10:57:25 +0000 UTC]
Cool,
no surprise there the detail looks unreal, you should consider exporting your models to SketchFab to let others get a closer look at the details more
yea same with me I normally only model High poly stuff, modelling low poly can be a challenge sometimes when you want something to look right
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SamjayUnfunny [2016-11-01 05:31:15 +0000 UTC]
The texturing/mapping is very cool. Might want an advice from you of how did you do it. (I've been into 3D lately.)
👍: 0 ⏩: 1
JackBryanReynard In reply to SamjayUnfunny [2016-11-01 07:09:50 +0000 UTC]
My best advice would be to have good UV unwrapping habits. A clean unwrap gives you a lot more freedom and control over how your textures appear.
👍: 0 ⏩: 1
SamjayUnfunny In reply to JackBryanReynard [2016-11-03 13:26:11 +0000 UTC]
Ah thanks
Also, I forgot to ask what software did you use? (I used 3Ds Max here)
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JackBryanReynard In reply to SamjayUnfunny [2016-11-03 18:33:09 +0000 UTC]
I use Blender, but the fundamentals of 3D modelling (like UV unwrapping) should be skills that you can translate across any platform.
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SamjayUnfunny In reply to JackBryanReynard [2016-11-04 08:34:27 +0000 UTC]
Ah I see. Yeah 3Ds max has that kind of UVW stuff too. and thanks for the tips.
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JackBryanReynard In reply to SamjayUnfunny [2016-11-04 09:10:54 +0000 UTC]
No problem! Looking forward to your work.
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