Hi guys, We're always working with freelancers on our project. The speed isn't really up to my taste (not to devalue their work). For example in case of weapons we usually get 2 weapons done per month. (that is if they work full time). I personally don't have any experience with having hired an AAA artist to work full time…
@MaxHoek I've already done the research, don't worry about it. I've seen some games using 25-30k on medium weapons and up to 100k on big ones, we can always make use of LODs to lower the overall polycount. I'm making it a hero weapon so I'd like to be able to zoom it until it fills the screen, I've also modeled the inside…
I saw many examples for splitting a weapon into multiple textures,and it is a totally usual thing in environment art (buildings, big objects) but I would say you already use 4k which must be enough... A FPS weapon usually takes the 1/6 space of the screen in game and even if we use full hd resolution , the weapon gets…
Sensitivity A Next Gen FPS-RPG Premise Sensitivity is an Action RPG with a FPS Style of game play. Our Objective is create a AAA Title Using the Unreal Development Kit This Project is going to be a long demanding project, but the team working on the project now is Dedicated and very willing to work and help other team…
This months challenge is all about action films, heros and baddies. The challenge: Model a playable character, in 700 triangles or less, from an action movie. (to define action movie, please click here but also open to any non science fiction with adventure-action, like james bond or indiana jones etc) The setting: The…
Hello, the PadMod "World of Padman" urgently needs help. For the upcomeing StandAlone of WoP we need a skilled Character Animator. We have one model which hasn't got any animation at all and the other models need some fixes. Basically some of the models don't hold the weapons correctly and one seems to float a bit above…
Alright, so I moved the vtf's and vmt to materials\models\weapons\metal_pipe "VertexLitGeneric"{"$basetexture" "models\weapons\metal_pipe\pipe_final""$model" 1"$surfaceprop" "metal""$envmap" "env_cubemap""$envmapmask" "models\weapons\metal_pipe/pipe_final_spec""$envmaptint" "[0.5 0.5 0.5]""$envmapcontrast" .5} $modelname…
so these are the values for the character to take to the colour stage. if you feel i should do more of one or perhaps do values for another one of the skteches feel free to say. also did some weapon sketches, I'm not too sure on the best process for weapon designing, so the process I'll be using for now is using these…
This is wicked man :D I'm not usually into stylized stuff, But this has some serious flavor. Can't say what it is, But i can say i love it! Really nice subtle, Modest highpolies(more pointed at the weapons). I assume the weapons were sub-d modeled than touched a bit in zbrush? lookin forward to seeing more ^^ Just cause of…
those look sweet! Of the ones taht id dont think are quite as solid: Throw Rock: just just glancing at it, i dont get that im throwing something, or that is a rock. Gut could use a little more depth/gore maybe some 'action' lines coming out of the sword on Shatter? Hell's Key is a bit confusing that it coats your weapon,…