It's not a big deal having stuff from other artists on your scene if you're honest about it and give proper credit. This is a very elegant way of doing it, for example: http://www.ivassago.com/lagunav4.htm
Just a quick question. Wouldn't the adjustable knob for the stock extension be vertical? Horizontally it looks pleasing to the eye, but doesn't seem to make sense. This example shows the horizontal dial adjusting the top panel.
Thanks nut :) ! @paulchen83 I'm probably not the best on the polypaint front, many do a better job at explaining it than I, like mask salesman for example. Hope that helps :) Making a new character
Thanks guys! :) Yeah there's definitely going to be some issues if you're using this technique in a deferred renderer. Marmoset seems to handle it fine but it's probably not going to work very well in UE4 for example (for now).
you really need to recheck your proportions. your mag ends about half the grip while the reference mag is longer per example. Also the front part looks a little blobby
+1 for modeling. like EQ been saying instances makes things easier to adjust and tweak.unless theres a way to instance stuff in PS. this is a good example of modeling your texture( if that makes sense)
Well in most countries especially in the game industry if you are skilled there shouldn't be a problem, for some countries like for example Japan your salary is mostly based on your age which causes a problem
Seems like I've got it. Can I bake uv like in example above or should the edge of all mirrored parts of uv be on one side? I marked seamse with red color.
WIth traditional camera, you'd have to use a deformation modifier (like skew for example) to achieve that, with physical camera it should be possible with the distortion settings (though deformation via modifiers should still work).
I always fix that with a simple click on (Front-Face shadows option) Example "Fire selector shadow" Check your rendering options, because shadows with lights, work 100% fine with me.