I wouldn't care a lot for the wireframe during the block out phase. Once you have the low poly and high poly done you can optimize your wireframe (as long as you don't get it to mess up^^). For the model itself: The front part looks to "one-part" for me. I would separate the casing from the interior to get some nice…
yah thats a seriously high polycount, but with a few hours work that could be taken WAAAAAY down and still have the same effect. Remember the silhouette, and try to keep that part mostly intact. There seems to be one piece of the weapon that bothers me, and that is out of the bottom of the ammo chamber section, there is a…
[ QUOTE ] You can't port any models into Oblivion, they never released the model format or tools to do it and they claim they are not going to. Someone cracked the code and released it and were shut down in a few days. You will need to find another game to port it to... [/ QUOTE ]You can but you have to use the NIF…
Thank you very much guys! I really appreciate your critique. :) I am in no way experienced with modeling weapons, but I'm slowly getting the grip on how different parts work, look and how weapons are put together, so all your crits are very appreciated. Bumper: I will definately fix the magazine angle, thanks for pointing…
I agree wholeheartedly. This speaks to one of the basic problems of this film. It started off so promising. The intro was fairly satisfying. They didn't harp on anything, they got the elements they needed and moved right along. They spliced the "war" scenes into the credits, and then its right into the Weapon X program.…
Me and my friend are working on our first mod. It's small, it's shit but it's a project to get us into modding. It's for the Source engine. I'm working on some weapon models, and I just got past unwrapping it. Now I have to make a texture for the weapon, but I've got no idea how to make it look good. Can anyone point me in…
Hey guys me again! I'm starting a new thread to document the same kind of little project as my RPG weapons thread. This time I'll be making a few 'mini environments'. That is to say, a small diorama based around a central focal point. Like with the weapons, i hope to explore a spectrum of styles and themes. Hopefully these…
Hey guys, Me and a few friends are currently in the process of creating a realistic paintball mod on the Q3 platform. We had about 30% done but lost contact with our coder. We had things such as peek, stamina, paintball gravity, H.U.D, weapon custom menus almost done. But that all has been lost. We are hoping to start…
Key Responsibilities: Artistic demonstration and proficiency in modeling and texturing high quality in-game characters, creatures, props, weapons and environments. Must Have Skills: high & low poly* Character/Creatures Creation * Weapon/Props Creation * Hand Paint Texture & Poly Paint Skill * Realistic/Cartoon Texturing *…
What skills should I focus on to stay relevant? After that text-to-3D generator that was posted in another thread It doesn't seem like modeling and texturing have a future. Sure, it's basic for now but it's getting where it needs to be real fast. Is it even worth investing in learning how to make props and modular assets…