! FINAL VERSION ! http://steamcommunity.com/sharedfiles/filedetails/?id=692440729 Hello everybody, this is it. The skin is done and we present to you the final version of the RushBot-Skin for the AK-47 (name has been changed, SuperCircuit is no more). Check out the final presentation shots and make sure to scroll further…
That really depends on the size and the complexity of the asset, and also on how close it would be to the camera. Since this is a weapon, its probably close unless its a third person weapon. You can increase the overall resolution by splitting the mesh up into multiple materials, and use multiple sets of high res textures,…
So you have two armatures? One for the main character and another for the weapon? Are you using a 'mount' bone in the main character (the bone the weapon attaches to in game)? If you are that's what you animate, so long as that's correct it doesn't really matter what the weapon mesh does - although for animating purposes…
I am working on a project, on which I need to make my weapon look as if it has taken some real beating. My intent is to add scratches and bruises to my weapon. I have finished creating my color map and normal map for my weapon. I did try creating cuts and scratches on normal and color maps, but it did not give me…
Yes. Ike have shown me your quotes. I belive you are right. Weapons too dark, and shape is the most important. The thing is, I ahve been asked to color Bloodseeker's weapons. Just that. My work should get better with tie as I will really dig into this. Now now. Don't be haste. Some of Spectre Antimage weapon concepts are…
Hi guys, We're always working with freelancers on our project. The speed isn't really up to my taste (not to devalue their work). For example in case of weapons we usually get 2 weapons done per month. (that is if they work full time). I personally don't have any experience with having hired an AAA artist to work full time…
This is really just a practical example, this model itself isn’t used for anything. I usually work on low-resource video games where the mesh has to be heavily optimized, which is why avoiding support loops gives us a big advantage. Sometimes my models can be seen in first person, and that’s where the main problems…
@MaxHoek I've already done the research, don't worry about it. I've seen some games using 25-30k on medium weapons and up to 100k on big ones, we can always make use of LODs to lower the overall polycount. I'm making it a hero weapon so I'd like to be able to zoom it until it fills the screen, I've also modeled the inside…
I saw many examples for splitting a weapon into multiple textures,and it is a totally usual thing in environment art (buildings, big objects) but I would say you already use 4k which must be enough... A FPS weapon usually takes the 1/6 space of the screen in game and even if we use full hd resolution , the weapon gets…
Sensitivity A Next Gen FPS-RPG Premise Sensitivity is an Action RPG with a FPS Style of game play. Our Objective is create a AAA Title Using the Unreal Development Kit This Project is going to be a long demanding project, but the team working on the project now is Dedicated and very willing to work and help other team…