This might help with your layout questions http://wiki.polycount.com/wiki/Texture_Coordinates#UV_Tutorials_.26_Threads Weapons generally use their own dedicated textures. This gives you more flexibility in adding more weapons, and with other characters using the same weapons. You don't want to have to load any textures you…
Hi all. During my career I made a lot of weapns, but not a single M4, so I decided to fix this and make one:) To be honest M4 turned to be one of the most difficult weapons to make b/c it's completely asymmetrical, but I love challenges:) There is still a lot of work ahead, so advices and critics are welcomed
A couple things for you to consider, -I think you're rushing the concept phase. I would pull back, focus on one of these weapons and take more time to plan out your shapes as well as the functionality of the sword. -Proportionally #2 and #3 are looking too short and stocky to me, almost coming off as daggers rather than…
Hi Stirls! So i have darken the Specular for the Wood and lighten it up for the metal parts. And i have tested the Toolbag 2 Trial, so that the pictures have a different style to the first pictures i have posted. And i tested the look of the weapon at Night. Without any Light Source. At Night the weapon looks fine. But…
Upgrading and Gil is really tedious...expensive stuff to sell is dropped very seldom...and upgrading is extremely expensive...you'll get some good items for upgrading your weapons later, but that doesn't help much, since every weapon can be upgraded to lvl 99...you can make the Ultimate Weapon from every Base Weapon, but…
I am opening this topic to upload any progress of my work for the assignment of Advanced Vehicle And Weapon Prototyping. The module wants me to create a giant mech based on some references and images that I am free to chose. I am currently working on the blockout and colour design and I want to share with you my path in…
That's cool, I actually really like these kind of stories. For me it isn't terribly interesting, but I actually got into modelling by creating weapons, I was so bad that I used to just planar map the side of the weapon and just use photo textures, as I didn't really know how to UV map properly. I just really enjoyed it…
I'm making fantasy weapons to add to my portfolio. I already made a longsword, but I also want to add dwarven and elven weapons as well. These weapons are for first person viewing, similar to what you would see in Skyrim. I'm gonna keep my polycounts under 1500 tris and my texture around a 1024. As with my longsword I want…
floon That's an interesting one because the information is doubled at the end. In theory it would be enough to have "/charactertyp/textures/master.psd" because that it is a character and a texture is already stated in folder structure. Is there a special reason for you to do it that way? Good point. I'm kind of old school…
I really like this set but I think the reason behind the weapon dislike is because its supposed to be a throwing glaive. And silencer's projectile is the weapon that's thrown- and yours is almost as tall as the hero himself. So it feels not like a glaive at all and ends up looking a lot more like a javelin or darth vader…