I'd say if you want to keep the details on your LP, then by all means 14k is not too bad for a weapon, especially if it's a portfolio piece as kick ass as this. Next gen weapons will likely be edging on this density if they don't use that much already. So i really wouldn't worry about it. Plus with the new updates to UDK…
It's just not a good idea to break from the default color palette. The hero color palette is what helps identify a hero on the map quickly, even if he is in a set you have never seen before. Now this is only a weapon so it wouldn't really cause that issue, but that is the way valve likes things done. On a side note, this…
Just got back from a "vacation". Got stranded a little in the airport. Finally got started on the weapon. Just the highpoly pic for now. Also a pic from maya of the low with textures. I always have the hardest time with texturing and color picking. I still need to make all the masks though, i usually test those in-game as…
drawing is good to make you develop an eye for the details mostly. About maya, you can challenge yourself to make 1 prop per day for 30 days. And when you make all of them, unwrap and texture 1 prop per day for another 30 days. It is a good practise for me to keep a schedule. For Junior position portfolio you can try and…
Ok... I've worked hard at this project for 3 weeks and have had to deal with other assignments in school, but I think I have a solid weapon here. To jeremiah_bigley - Thank you for the comment. I'm going to continue working on this weapon more in a few weeks. I want to add more detail in the high poly and give it a police…
Thats a pretty broad subject, you should start by defining what type of "skill" you want to implement. If you're talking about a traditional rpg stat list like strength, stamina, intelligence etc... then you need to start defining how those types of things will affect elements in your game. ex: A strength skill will boost…
Found time to get going on the other side of the gun today, so here are the latest updates: To clarify, I decided to highlight the organic nature of the gun by giving it some nasty-looking boils that had infected the gun and compromised the chitinous plating. I also tried to make the forward hand look like it'd originally…
Hey man! Great progress! It's always super useful when working on weapons to look at them from 1st person perspective. Since if you were modeling an actual character for an actual game, FPP would be where weapon is seen from 90% of the time. It's always nice to have your gun look interesting not only from the side, but…
If something is connected, it should be modeled as one piece. I think what Spunky was fretting about was because he was trying to weld the handguard in to the reciever even though they are not connected at all. Its also important to consider what purpose youre modeling for. if its for a mobile app or a world model of a…
terrifying, in a good way. I almost want to see it scowl, do you have its face rigged? I like it, I would have only one suggestion. I'm assuming the stake tied to its left arm is a stabbing weapon? It just seems to me that it might easily fall off under pressure. A weapon like that, you'd want to securely fasten. Perhaps…