I increased my efforts in color mixing for this, but still fell short of what I thought I wanted, Helm I appreciate the pointer! Does this revision meet your criteria at
all? I need a lot more experience in this.
This anti-binary weapon is meant to appear very important and epic, a one-of-kind, like a weapon dropped by some level 800 dragon in an MMORPG so I decided to resist my default urge to add little nicks and dents and wear and tear, it has to look pristine; no damage or dirt.
-Numerous piddly edits
-Cleaned up rounded reflective metals
-Enlarged yellow handle highlight, decreased vertical black band dividing main and secondary light, which was a good and observative suggestion I thought, thanks Evil.
-Finally decided on something for the main hammer head part; went with a celtic design (major pain to set up!). Even had to slightly reproportion the hammer head to accomodate the stupid thing. I must accumulated about 50 layers just trying to figure out how to lat it out in the space I had - in the end the solution was simple, I was thinking too much.
Haha, ter-o. The hammer really is just kind of a practical joke. I work with two coders who are very "non-artistlike" and the obvious contrast between us is so obvious it's funny. But we can all laugh about it. I agree with you. A game dev team is, and should be, a diverse bunch. The trick is functioning as a unit, despite the personal differences. As for coders arbitrarily brutally aborting our precious brain-children, well I've had to learn over the years that some ideas are simply not worth the expense, that production is key. Development is a compromise between creativity and functionality. it's a tough one! I'm glad you picked up on my sort of concealed rant and brought it to light.