Here are some renders of my latest project, I made a game ready asset of Pyke's weapon from League of Legends. I wanted to add more detail and texture than the original model in the game. Baking my highpoly sculpt from Zbrush was a bit of a pain, but I learned a lot through this project.
I'm getting quite frustrated with making walking animations, sneaking animations, and running animations. I can't get the walk animation to be natural. It's so robotic and jittery. Also, when I rotate the shoulders and set a keyframe, the arms and elbow effector rotates oddly. I was just looking at Mixamo, but it's not…
Beating a dead (but loveably important) horse; that design is evil and should be destroyed with fire. Your modeling looks clean, though as others have stated it is pretty boxy. three main things to consider when creating or interpreting a weapon concept: 1) What is it's purpose? anti-personnel, anti-material, Short range,…
To make a NEW weapon, you need to do scripting along with the model/rigging (and follow some rules like handle bone/naming). If you just want to change the model of the weapon, then you'd still have to go into scripting to change some parameters. (Copy say the link gun to your own classes folder, point the INI to that…
[ QUOTE ] The problem is they're both fucked up enuff to USE their nuclear weapons. [/ QUOTE ] [ QUOTE ] Iran supports terrorism and religous zeal, and they got nukes. [/ QUOTE ] [ QUOTE ] what sucks is of the 3 axis of evil countries we decided to invade,we chose the one with no nukes. [/ QUOTE ] Sal, NoSeRider, JO420: Do…
this was done with Unreal, Maya, and Substance Painter, I had a lot of fun working on the modeling portion and assembling it in Unreal. I wanted to make a bunch of weapons, for the most part, since I enjoy designing them.
Tris Shading Problem Hello everyone, I'm having a shading problem in this area. I've been trying to fix it somehow for the past few hours but it seems impossible. Any tips you can give me? I would appreciate it if you could recommend an article, book, or blog about topology for weapons/game assets that specializes in how…
In all honesty, it looks like it was designed by a committee - there are really too many disparate parts from too many entirely different weapon systems. If you're going for near-future, then pick an existing weapon and add high-tech features - carbon/polymer/ceramic parts, laser range finder, ballistic computer - or go…
RE:FPV this is one of those things that makes sense conceptually but is applicable less often in reality. There's a number of disclaimers here: * If the weapon model will ever be seen in third person view, mirroring is often not appropriate, as mirroring artifacts (flipped text and such) will be visible from certain…
Heheh..don't worry, it's still on the early stage. It sure gonna have some changes in later stage. About the scope size, it is an oversiezed indeed and I make it like that so that it serve it purpose as the main visual input for the character in combat clearly (kinda fisheye lens). I will reconsider that! and probably the…