I enjoyed looking over your preview so far....Nice work. 3 suggustions though: I dont know if you used the logic of melted metal for the connection between the blade and the handle. But if you have, than make it more visible or solid. Extend the handle a bit so it wouldnt look like off physics in game holding the sword…
Vaan: sword and shield with heavy armor. also a thief. Balthier: ranged with guns. Fran: ranged with bows. black magic and some healing. Basch: hammer/axe with shield. Ashe: sword and shield with white magic and Esper (only have one at the moment. at Mt Bur-Omisace). Penelo: heavy magic user. (white, black, green, arcane)…
I found this amazing concept of a sword on Pinterest and decided to make it into 3D! I mainly blocked out the main shapes in Maya and brought the midpoly into Zbrush to give it more detail. I then put it back into Maya as I built the candle mostly in Zbrush and had to Quad-draw over it to get a good lowpoly for it to bring…
Welcome to my dota 2 thread! Hi, I'm glad to be a newcomer to this forum. Here are some recent concepts I've done, I'm planing to implement one of them soon. I'm not quite satisfied with the result, so I would love to hear any advice or thoughts on improving my concepts. Waiting for your comments. ♦ Concepts: Doom's weapon…
Question : How do I keep my texture visable while deforming the high resolution mesh? I have a black and white line drawing with designs of a sword applied as a texture to my low resolution model in 3ds Max. I import the OBJ of the sword mesh and apply the texture to it. Then I select Tool -> Geometry -> and then select…
I'm looking for an artist that can faithfully render and texture the sword Red Spring from Wuthering Waves in a realistic style. I plan to use this model for my personal use in games such as The Elder Scrolls V: Skyrim and Baldur's Gate 3. I just need the model and textures, but I do require both a Physical Map, and…
thanks for reply, glad to have some 'support! :) Week 50! only 2 remains and endless things to do :D !! Changes from last week * New swords: real steel, no more wood! * Parry (miss) and evade animations: more dynamic melee combat * Initial support for hit, miss, evade based on character stats * Particle systems: used for…
Game res character made as a tribute to one of my childhood heroes - Leonardo from TMNT. Rendered in Marmoset 2. Polycount: 18271 tris. This includes both character and weapons (two swords, three knives & two stars). Character without weapons is 14923 tris and weapons alone uses 1505 tris (one sword, one knife & one star).…
I have been upgrading my Bastard Sword. at +4, I did see an option for branching to a Quality Bastard Sword, but skipped it. I think I am stuck at a +5 right now. I need a freaking ore/upgrade chart next to me when I play. I feel like I have been playing for a long time and not getting very far. At this rate it will take…
Probably what they were talking about is what they did on Heavenly Sword, this isn't the use of procedurals on the low poly model. You model and texture everything in high res, using procedural maps or photoshop maps tiles on all the peices. The reason you would do this is you can then rearrange everything into a new model…