Would add more edge loops on the huge barrel, its a big item, and compared to what you'll be using in the rest of the scene, definitely worth smoothing out. Textures are looking good, nice control in tones.
well. nothing wrong with making a copy in my opinion especially if you are learning, this seems like not the worst method all we do most of the time is making copys of reallife items anyway mason cooley
I don't know how to delete topic -.- Can't find the button. Admins delete this topic please. Because I posted another topic of this item (this one disappeared after too much editing). Sorry for that.
Daven, when you first started up the game did it ask you to create a THQ account that links to your game account (steam, psn, or xboxLive)? The two need to be linked for you to claim the items.
the flying version is coming...not much time atm...also i dont have all animations done yet :( i need to add at least 1 item i know ... maybe a bag im not sure :(
Taking way to long on hardsurface stuff because I over "perfectionist" it and concepting items, im not a concept artist so when I have to invent someone of my own it can be a real bitch ha
Nice Cubes! My favorite is the Garbage Bag Cube. Some Items I painted for Sins of a Dark Age. <3 Full art dump thread here.. http://www.polycount.com/forum/showthread.php?t=134732
Substance designer is mostly for making materials while substance painter is for straight painting materials onto your models. Both will take UVed items though. Designer is really great for procedurally building tiling textures.
As weird as this may read, I would actually encourage you to make learning the names a part of your studying process. If anything, it's one more item that gives identity and recognition to the shapes you're familiarizing yourself with.
Sorry I suppose that didn't quite come across as I meant. Even working in the industry having to pay the usual bills.etc and general cost of living doesn't really allow for alot of spare cash for such items.