Yeah, that damascus steel pattern is something I'd like to know more about. Another thing that came to mind is how to do this thermal metal discoloration you usually see on some weapon barrels. Might be a trivial thing to do, as I didn't try it myself yet, but maybe you guys know some smart and easy way to do it.…
Alright! so after wasting 2 weeks thanks to a Hard Drive Failure losing lots of my data, getting a new HD was a nightmare as the tech shop had all noobs and it was a nightmare!!! I almost gave up on continuing until I saw an amazing artist finishing his work and really motivated me ( Thanks Juan Francisco Pico!!! ) as he…
Well thats easy:) It's because I liked those ridges. I modeled this piece with the intention to be a portfolio piece, rather than a true game asset. If it would have been intended for actual game use I can point out a whole lot more thats not suitable for such an asset at the moment. Obviously you can argue that a…
Have you tried TexTools with Roadkill? http://www.scriptspot.com/3ds-max/scripts/textools-toolbox-for-the-texture-artist A lot of the 3ds Max guys I work with swear by it. The LSCM method of unwrapping is particularly effective for hard surface objects as opposed to ABF. I used to swear by RoadKill in Maya until Autodesk…
i'm thinking fallout tactics plus space. you should make objects of x height which guys can support heavier weapons on also, animations for leaning around a corner and supporting weapon on the edge of the wall. i could see some really sick shit coming out of such a design. With a grid based environment you could quite…
Semi-related to the cycle, the gun seems massive here. Link to Ref. If it was that large I'd expect it to influence the upperbody animation alot more. When working with props, nailing their scale is crucial. The speed of the jog is semi off putting as well. If he was running that slow I'd expect the weapon to be on a…
I've had an idea about the portcullis. I'm thinking of setting winches at the sides of the columns and have it as a rope mechanism, meaning when the orcs use the winch, the rope at the most bottom part of the wooden row pushes the gate upwards. Both the rope and wood'll have to be of strong material, so I might go back to…
i can be totally wrong here, but in my experience using xnormal for bakes is good for tests as it is quick. but even when exporting with maya tangent basis using sbm files the results can be worse than maya native cooker. though if you get desired results use whatever you like ;) some thoughts on a different note here: as…
the fact that you've never seen anyone complain about design doesn't mean that nobody complains or notices such things. for example: http://forums.obsidian.net/topic/61306-armour-weapon-designs-a-plea-part-ii/ http://forums.obsidian.net/topic/60115-armour-and-weapon-designs-a-plea/ over 50 pages of discussion about fantasy…
Step 6: UV mapping The process of flattening out all objects into 2d space for texturing. UV sets are generally determined by grouping objects based on their position on the body (face, upper body, lower body, hair); more or less sets are used depending on how much detail needs to be in the final render. Seam lines should…