Solid asset. I really like how you pushed the barbed wire off of the bat; however, parts of it look a bit floaty instead of tightly wrapped around the bat. You could probably save a bit of geo at the base of the handle as well. It looks like there are a ton of loops densely packed.
Its a decent start. Might I suggest taking influence from Warhammer 40k Chaos Space marine weapons, as they have the same theme. At the moment, to me, it looks a little messy. Try defining some of the major forms of the gun. For example, the things wrapped around the stock of the gun. Are those intestines?
I would exaggerate the text carving and some of the bevels (the part of the lever wrapping around the bottom half of the stock comes to mind), as I fear it will just get lost in the texturing. Also, the part that connects the lever to the main body looks very lumpy. Not being familiar with the original, is it suppose to…
None of this changes the fact that they defaulted run to Q,don't allow you to crouch and offer no way to turn off resource draining effects that add nothing to the gameplay besides a general sense of nausea. The worst part is that there's clearly a good game in there, it just happens to be wrapped in turds like the world's…
Haven't had a ton of time to wrap this up, hopefully tomorrow I can do a lot to this, here's where i'm at with the door, and a test I did for some bark i'm going to use in the scene... it s just a cylinder but it uses vert colors to mask out 3 diff disp maps
Thats great guys... thankyou. Yes ideally I wouldn't do the skinning till the mesh was 100% complete but we're still at early stages and things are constantly being changed. I will definitely have to take a look at the Skin Wrap method for copying vertex weights which MOP and Renderhjs mentioned...
Sorry, lots of images. Had some time to wrap this up over the holiday. Calling the highres done. I'd like to refine some areas a bit more but the file is getting to be annoying to work with and I'm a bit tired of looking at it for now. :) Here's a giant-res version of the full side-front shot.
Sorry to hijack the thread but that weirdly very far away bug happens to me alot when I do unfold wrapping with the normalize ticked on, ticked off it doesn't do that but then it's usually 20x as big so you need to scale for every thing, which is annoying and inefficient. Is there some fix available on this?
Pretty late for a respond but I will drop it. For sure this is a huge bug. But after I face it countles times I found a way to solve it. Drop a copy of the model/mesh in the scene > resetXform it > Skin Wrap it with the broken model, done.I made that many times to ensure that it wasn't a random fix and it always work. Hope…
Rather productive weekend ^^ Tried out a cool XYZ/ZWrap workflow. 10/10 Will wrap again Didn't sculpt the hair cause it will be made with cards and because the tool is already 150mil heavy ヽ(°〇°)ノ @Denzil_forde Ey thanks man! I really can't wait to start working on the materials myself :)