Hey @Scotty_Did_Does There are a few ways you can handle this but I will explain the ways I know. Firstly will this be intended for game engine use? If so the easiest solution in general is to have a "Weapon" bone on your actual characters rig, located at 0,0,0. Since this gun looks very simplistic a weapon rig won't be…
Hey, I'm creating a game in UE5 for myself in the evenings. An action horror in the future. I'm currently working on mounting weapons on the heroine's body. Anyone know of a good tutorial on how to embrace weapon straps by simulation? ?
DM VRChat Avatar Creation & Upgrades Howdy! My name is AxiomVex, a skilled 3D Avatar Artist specializing in VRChat and virtual character creation. I work with industry-standard workflows in Blender and Unity, creating, upgrading, and converting avatars with strong attention to detail and performance. With experience in…
Hello everybody. I decided to start this self teaching project to get familiar with both a real time assett pipeline and Substance Painter. -The goal: a real time wepon, let's say 3,5/5 k triangles. I get that players and enemies get different resolution props, I aim for a non-player weapon. Textures are going to be…
Hey, all. I'm finishing up renders on a new portfolio entry, but I felt it'd be good to post here first before I publish to Artstation. I'm looking for critiques on my firearm, the 1301 Tactical. I'm primarily seeking feedback on the texturing work on the shotgun, and the quality of the renders in regards to lighting and…
Welcome to polycount! :) Your portfolio shows that you have a solid foundation but I think you might benefit a lot from taking a closer look into current-gen pipelines for weapon/prop creation. Both modeling and texturing-wise. I've made a breakdown here on polycount a while ago that might be a good starting point to get…
I'm going to interject here, admitting I did not read the full banter in here. This is a far more complex issue than people like to make it out to be. Here are the facts. Guns are designed to destroy whatever they are fired at, humans included. By design, a gun is a weapon intended to kill. This is undeniable. Insurance…
Hey! So far the overall texturing looks good! However, whats missing is a bit of PBR material definition. Even though Overwatch is a stylized game they do still use quite some different materials to break up their assets. Using the junkrat weapon as an example you can see the weapon features different material types. I'd…
* This is a 3D modeling & texturing contest for the Steam Workshop of Tripwire's Killing Floor 2, an online first-person shooter. * This contest will last for just over 4 weeks. The contest starts on Wednesday, September 16th and the deadline is Sunday, October 18th ad 23:59 EST (GMT -4) * The Guns 'n Gear Contest winners…
I'm working in the game development business as a artist and have always found programing interesting, especially if I could combine my art skills with code and make a game of my own. So here goes, a artist learning to use Unity scripting to make my own game. I have built a simple prototype and will post development here…