Great model. Just goes to show that a great prop doesn't have to be a battle axe or sci-fi gun right. My big question is how you did those holes in the back of the radio. Can you show some wires maybe??? I love this thing!
pretty weak return episode IMO. Btw, am I the only one annoyed at the almost insistent use of makeup and FX? Do we really need to see every single knife, axe and sword to the head? It kind of makes it look like b-grade material.
With a world-space projection, overlapping meshes is fine. The texture will not be dependent on object space or even UV coordinates, it's being tiled across the level along whatever axes you define. Definitely take a look at Chris Albeluhn's stuff, it's incredibly useful for beginners and advanced users alike.
You can probably use Euler angles for anything that only needs to rotate around one or two axes, like an elbow. For stuff that requires more degrees of freedom like an arm socket it's better to use quats. In the end (in the engine) it's all quats anyway most of the time.
Observe *lops off Kdub's head* No need for pendantry, mate. Tis looking nice aside from the aformentioned issues. Touching up the lighting on the axe blade would probably go a long way to making the issues less glaring. The actual design, particularly the face, is great.
FFUUU insta crashed max importing the axe head..... what else can i do? and also the problem i found hiding other parts was the UV map, how do i make sure it stays intact when i detach and reattach the handle for example
Hi everyone. I really like medieval mace and axes, and this contest is a great challenge for practice creating of my favourite weapons. But I want create something holistic, what can open character's nature. Thats why I'll make the set for my character. Tomorrow will be first wip image :poly142:
Actually I believe a polycounter filmed himself painting an axe, it can't be but 1-3 pages back in the pimping section im sure itll help you out Another polycounter filmed himself painting in blender in the big "blender is trying to compete" thread, so the process is the same
Yeah it does, but the models are complex parts of tanks and sometimes projecting just creates a mess. I usually UV them properly and then rotate them to face the +X axis. At least if I could find a way to align them only on this axis and ignore the other axes, it would be great.
oh it has been a while since I posted here , I stopped working for a while , but now I am back , anyway those are the works in the last 2 months : Wooden Boat Containers Pack (I posted it on Unity asset store) Fantasy Dagger: Fantasy Axe : ____________________________________