A Chameleon dude im working on. Just some base colors laid down for now. Hes at about 15k tris and some areas arent really optimized yet. Some stuff missing like his fingernails and som rivets for the armor. Also doing a shield and sword for him, i will post those soon:) zbrush sculpt
Hi Everyone! I finally released my PBR Texturing plugin for Unity last week. It's called Materializer and is in the Asset Store Materializer is a fully integrated PBR Texture generation tool, that's compatible with Alloy, Lux, Jove, Skyshop and Unity 5 Standard Shader. Demo Level Click to Play: Youtube Swords Example…
I like pretty and inspiring music, and it's what I feel whenever I come to polycount. Never got the whole deathmetal rage music vibe from this place. [ame=" https://www.youtube.com/watch?v=tTIwbusbN1g"]Sword Of The Stranger - Ihojin No Yaiba [Battle Theme] - YouTube[/ame]
Well no, you're muddling the point; it's unjustifiable because they should be wearing armour because they are firing at each other with guns and trying to slit each other up with samurai swords. Adding to this fact is that everyone knows this happens not for some important story or design element, but simply to cater for a…
Hi everyone. Between playing classic Snes Zelda for the first time and my day job of working in a paper factory, I managed to squeeze out a bit more texture work. Speaking of Zelda, I'm trying to texture in a somewhat similar style to how Skyward Sword was textured.
I'm currently creating a first and third person survival - world builder game, I aim to squeeze in as good of a tri count as I possibly can, The characters will be carrying a sword, Dagger and musket, What would be the appropriate count for the musket? (as it has a few parts and will be the most detailed) Thanks!
Me too!! I was thinking the other day (after finishing Storm of Swords) what my house sigil and motto would be... AND NOW I HAVE THE OPTION to put my name, sigil, and motto in a game by my favorite Devs? $100 well fucking spent, I say!
I'm trying the photoshop method but in his duplicate profile, it doesn't actually match the position of the sword or the gaps were his arms should be. I guess I could adjust it manually but I'm worried I wont understand the next time why it would be right (without a reference).
Cheers for the feedback so far guys! For now I'll be focusing on the meat of the fighting, making sure you can really feel the impacts and add a bit of weight to the sword swings. I'll focus on that before I do some serious research into my camera work. Thanks again :)
Ok, so here is the finished game model of the sword. The lowpoly model was made in Max in the highpoly done in zbrush. I used a normal map, specular map and vertex colors from polypainting for the diffuse, if anyone has any critiques, you are more than welcome to post any:-)