Can't say I love the dirt treatment, but the model is amazing! I wanted to see more chipped paint around the front and sides of this on the yellow. Seems like you rushed it, come on man the frosting is as important; if not more so than the rest of it.
I wasnt crazy about it at first either but I actually do think it fits. This weapon looks a lot like an engine, having pistons and what not. Engines tend to get really messy and greasy, so I think it fits. What I think he should add though is some kind of grease streaks or something on the pistons themselves instead of them being super clean like they are. Think about the moving parts of the weapon, how it works, and add in details that would go along with that,
After a bit of a hiccup getting maya, FBX, and UE4 to talk through their normal issues, I managed to get the Flak into UE4. In UT15 they are going to use mask maps and material layers to render the weapons in-game, so Albedos and other PBR channels are all handled per-layer. This is the last Work I'll do on the model, the rest of the job is up to Epic's awesome art team.
You've done some pretty amazing work on this gun. Very cool design. Can't wait to see it completely finished and in game in its full glory.
I don't know if its "Final" per se, as the game is still in pre-alpha, but the most recent build has the fully textured and animated Flak integrated in. I can't take all the credit, as I didn't touch the animations and a lot of extra work was put into the material textures after it left my hands (the textured post on the previous page shows how I left it). I think it turned out awesome. I took some direct screen-grabs from the alpha:
Thanks to everyone who provided me crits and encouragement! This is the first time any of my work has appeared in a major title, I've been trying to play it cool, but to be honest, this is one of the more exciting times in my life. I hope everyone loves the Cannon.
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Like, can you even see the borked normals at the range that will be seen at?
LOD: Level Of Detail.
I wasnt crazy about it at first either but I actually do think it fits. This weapon looks a lot like an engine, having pistons and what not. Engines tend to get really messy and greasy, so I think it fits. What I think he should add though is some kind of grease streaks or something on the pistons themselves instead of them being super clean like they are. Think about the moving parts of the weapon, how it works, and add in details that would go along with that,
After a bit of a hiccup getting maya, FBX, and UE4 to talk through their normal issues, I managed to get the Flak into UE4. In UT15 they are going to use mask maps and material layers to render the weapons in-game, so Albedos and other PBR channels are all handled per-layer. This is the last Work I'll do on the model, the rest of the job is up to Epic's awesome art team.
OH DUH haha. Thanks! Your flak cannon is awesome btw.
FLAK MONKEY
I don't know if its "Final" per se, as the game is still in pre-alpha, but the most recent build has the fully textured and animated Flak integrated in. I can't take all the credit, as I didn't touch the animations and a lot of extra work was put into the material textures after it left my hands (the textured post on the previous page shows how I left it). I think it turned out awesome. I took some direct screen-grabs from the alpha:
Thanks to everyone who provided me crits and encouragement! This is the first time any of my work has appeared in a major title, I've been trying to play it cool, but to be honest, this is one of the more exciting times in my life. I hope everyone loves the Cannon.
Thanks! It's quite a rush.