If you are able to use UV mapped textures, you could also try SDF's generated in Substance Designer (if you have that as well). I think you would get best results if you set Distance Node to "Manhatten Distance". It's not 100% perfect but this is extremely fast for iteration since the process is completely automated and…
well the strap probably wouldn't be holding the gun. The gun would be attached to the character with gravity and collision, then you'll want it to interact with the character's collision, probably a custom one specifically for item attachments. The strap would just be visual, with cloth physics.
Scifi themed environment for my portfolio. Any comments and suggestions are welcome. 1st ITERATION link Adding more stuff. Going to transfer to the more recent engine version later. (UI text is just a paintover).
hello, I'm superZ61 and I'm new to modeling and I have some questions as the title may suggest I need help in modeling in TF2, I'm making a weapons pack (to upload to the steam workshop) and I have the drawings, the ideas and a couple base models (things that I can expand upon) for all of this, but I'm stuck I don't know…
Update: Texture progress, handpainted in substance painter using hard/soft round and single texture channel. I'll be iterating on the metal and tattoos. Feedback appreciated.
the above are my own iteration on Weihao Wei's Halo assault rifle redesign, check out his original work: https://weihaoart.artstation.com/projects/oJ60q
We went through many iterations and changes from the start of the project to the end. Here is the original concept for the Electric Throne. References: First block out: