Hi everyone!Trying to create a quality game-ready asset. I really need your opinion, what else can be done/improved to make the final render.Software: Blender, Zbrush, SP, 10K tris.Here are some of my refs: Done for now: model HP and wireframe:
Nifskope for converting the model to obj (best to get one of the plugins, for blender or 3ds max, because the exporter of nifskope itself can mess up some stuff. this for importing dds into photoshop and convert to tga or whatever incase sp cant import dds.
it seems to me that the chest comes out too steeply. try flattening it out toward the front, give it the beef that the Lychans (sp?) had in the film. broaden the shoulders quite a bit, bring the collar bone out. make him look big and menacing.
Personally I'd recommend Soldier of Fortune 2 for a nice semi-tactical, semi-arcadey round-based multiplayer game with a smorgasboard (sp?) of random weapons. It quickly took over the LAN parties I'd go to back about 5 years ago.
I agree with klamp. Those blade just don't age or chip. However, I seem to remember that the Myrdaal (sp?) blood had to be wiped off or it would etch and eat up the blade. I can't remember if that was only normal blades though.
Hi, if you baked a curvature map in SP ... create a fill layer(s) with rust color(s) and use one of the smart masks (like edge wear) or mask editor to show your rust at the edges. Tweak parameter until happy. :)
sorry for the bump but I wanted to post the solution in case someone else stumble into this. It turned out monster was right. I thought I had the last sp pack installed but I didn't, installing the latest service pack fixed the issue :)
Looks awesome! I just wish it wasn't SP only. It looks like some COOP or MP combat would do well in this game. Downloading the demo now! EDIT: $60 for a digital release of a new IP? What in the flying fuck?
I've used that preset but it won't look in Unity as it does in SP viewport because of PBR. But you can get alright approximation if you preview your model in base color only. At least that's what I did for my UDK project.
As the title says. Anyone noticed a significant performance drop in performance from a recent Windows update? Sporadically, SP will start gobbling up memory and become fairly unresponsive. Current project is not very heavy on layers and I "Save and Compact" routinely.