Those yellow warning strips do not match up with the weapon. It looks random and out of place. The grip and stock have way to much noise on them, in turn, they don't read well. The magazine colour looks out of place, compared to the rest of the weapon. Keep going at this, looking cool! :)
Here is my Weapon Skin Set named 'Dragonfire' for most of the firebug weapons. Check out my workshop pages as I upload more screenshots and info! WIP: http://www.polycount.com/forum/showthread.php?t=157850 Workshop Collection: http://steamcommunity.com/sharedfiles/filedetails/?id=537790479
GameStop was holding a Saints Row IV Weapons contest to which the winner would have their weapon added to the game as a DLC. This was my submission for the contest: The TurBITE. It sucks the enemy toward you and then smashes them with a bear trap. I did all of the sculpting in ZBrush and then composited renders in…
Here I'm looking into the typical weapon designs that this race usually uses and it seems there is no shortage of curves in their blades and another thing to note is that they fight with a variety of weapons including "two-handed swords, great scythe-axes or pole-axes" as it is described here on the Games Workshop webpage.
From looking at some of the pics, it looks like they were pics taken for someones portfolio. Look at all the weapon shots, seems like they were done to show off the weapons running in engine. Then again it could just be someone too pics of everything with the intention of releasing it.
Awsome weapon, well since you got most of the guide from experienced polycounters and I havent stepped in to the Game Development realm entirely. I'd just say what everyone else is saying. Your weapon looks really nice, straighten your UVs. ^.^
Another small update: I figured out how to create bandages/wrappings in zBrush so I've began blocking those out for the final hipoly model. I also used some of the feeback on my last weapon to create a new flail weapon as a prop for my final scene.
Yeah I'm talking about "hero" assets here. As I said, to the quality of the assets above and they're pretty top notch. Thats hardly a 3rd person weapon.... So, Kevin, you're talking 60 days for a main character and 30 days for a main character 1st person weapon?
Cool man, this is coming along nicely. I'm really liking how rough it is. How difficult was the process of getting the weapon in game and working with a character? I ran through the tutorial yesterday about setting the weapon in the engine and applying the shader, but haven't figured out how to see it attached to a…
It would be a map that uses that image as a 'mask' where another texture/material will be displayed when certain conditions are met (ie the weapon becomes damaged/used). For a similar use you can see chivalry's blood mask: https://tornbannerjira.atlassian.net/wiki/display/CHIVCOM/Tutorial%3A+Weapon+Bloodmasks