hey guys I found a glitch in Luna and I just submitted it on Dota Developers forum, but I post it here too since I want to know if you guys are experiencing the same issue or it's only me begin a beginner :) Here is the report: hey There is a bug in luna model. 1.After using ulti (or maybe other skills) the edge of the…
I am planning on making an FPS. For this i need to make some guns and such. However i have a problem. First i need to explain how my fps arms and weapons are set up. First i make some arms, then i rig those along with a 'weapon' bone. Then this is exported to UE4 and used as a skeleton. Then each weapon adds extra bones…
If your seeking a job as a dedicated weapons artist, not only are you going to have a hard time; you got to show the boring stuff. If you're modeling made up weapons (sci-fi and fantasy) I have no idea if you can accuratly model and texture a standard 9mm or a AK47. I want to see your understanding and accuracy of those…
I have never worked with renowned studios like Infinity Ward, Treyarch, or Sledgehammer. My experience includes working as a weapon artist on projects such as Crossfire X. I aspire to work on similar high-profile titles in the future, so I am upgrading my portfolio. I'm glad you liked my weapon high poly model; I will soon…
Check this website http://www.dota2.com/workshop/requirements There you check on the hero you are modeling for. There should be the name of the correct bone on which you need to skin your weapon. Next thing you do is download the original model of the hero (found on same website). The you import the original weapon into…
Hey, I have a quick question: I'm planning to take some mocap data and create cycles out them using motionbuilder. Stuff like idle, walk, jog, etc. I plan to then take these into Unreal and hook them up. I also plan to present them in my reel on it's own in MoBu and in-engine. Important to note is all the actions will have…
Great models, once im done with my AK47 ill post it. Only thing i can see in the game is that the wepaon are very blown out. Do you have the engine to check out the weapons when lit by its type of lighting? Maybe its just the screenshots.
Graylen, by TPS I meant Third-Person Shooter, versus an FPS or First-Person Shooter. In a third-person game, the player will typically see a weapon from much further away so the polygon counts will be lower. In an FPS, weapons are up close so they're generally much higher poly and will have localized detail in the areas…
Is it possible to provide 2 textures sets (Agatha/Mason) for one weapon? I know a weapon (which is not part of a set) can be shared between Agatha/Mason, but it would be really great to have the possibility to provide 2 different sets for the same mesh to have distinctive/perfectly adapted look. It's a kind of "set" for…