Hey everyone, I'm making a set of assets (one weapon, one shield, one helmet) for Chivalry. I've found out that the more I learn about making game assets, the less I know!
Anyway, I was wondering if I could get some advice while I work on this set. Currently, this is what I have:
low-poly shield:
https://skfb.ly/BDwJ
hi-poly helmet:
Replies
I've spent the last few weeks working sporadically on this helmet. Here is the first pass of a normal map, so I can see problematic areas that need fixing. I can already see that the back of the head needs some low-poly work, and that the UV map can be optimized.
What does polycount think?
The tri limit is 1200 for Chivalry helmets, so it was kind of difficult capturing all the bits that were sticking out.
After all a lot of the pieces (like the earpiece) aren't different at all, so there's no reason to have separate UVs spaces/textures for both.