some things i did not like as much - the weapon system is not as obvious. I can upgrade things but have no idea when i get what, plus you sometimes are forced to use something, the whole upgrading things feels unfitting regarding the short length of the game. Also having icons of the weapon types in the shop would make it…
Why does the weapon look like it's made out of concrete? You should for reals focus on some of the materials the weapon has atm and tone back the amount of damage it has. It looks so out of place. The modeling seem neat, but all that over the top texturing makes it looks bad. Get a couple of cool photos that have the type…
man i wish i would have started on my portfolio when i was still in school, thats the best time to get it pumped out while your already working on little things here and there for classes. i would suggest you stick with one focus in 3d art while getting your portfolio together (in your case, either weapons OR vehicles).…
No one donates. No one. I have two weapon mods, one on the second and the other on the third page of most endorsed mods in the weapon category on the Skyim nexus: 2404 and 1919 endorsements, respectively. I have yet to receive a single donation related to my mods. Don't get me wrong. I didn't make those weapon mods to make…
I partially agree with the spawning although that only really applys to Domination and sometimes headquarters. Also, if anything there are standout weapons... The Scar and Aug being prime examples of insanely highdmg weapons that dominate far > mid range, and if you pair them with the 1887 shotguns youve got a game breaker…
well starting to do the normal maps right now, these are mostly test on the different pieces Im breaking up so some are at low res and some high depending on the sizing of the map, I plan on making this one giant 2048 for the whole character and the weapons 1024's by themself (weapon+shield)I unfortanetly am running into…
Hey jmiles, I think one of the main things that is causing such a high poly count is your handle. What is that 12 sided? I think one thing you have to keep in mind is the following... For a third person weapon what will be the main focus of the weapon and what will people be looking at the most? For a first person weapon…
Pixel density and UV usage aside... Is this a first person weapon? You could use a lot more polys and actually model the barbwire, unless this is for mobile which then there is a lot of waste. Even TF2 has higher triangle counts and those weapons are stylistically overly simplified. For a FPS weapon 10k polys is not too…
You also likely wouldn't need a demoreel. Here's a good write up on weapon art for games and presentation which might help. https://80.lv/articles/3d-weapon-art-workflow/ Ultimately what you want is good quality renders in engine. While it helps to optimize I wouldn't make it your focus, i.e follow best practices but be…
PROJECT NAME Working on it... how about Sue? DESCRIPTION A tactical shooter with realistic properties. The focus is on close quarter engagements using real world weapons, locations and player capabilities. All the features of a modern tactical shooter, such as...* unlocks * achievements * perks * classes * cover system *…