Looks more Mass Effect than TF2, so it might help to take a look at some of the stock weapons in the game to get a good idea of how design should work when making TF2 items. That said, it looks pretty solid, especially coming from someone who's been modeling for such a short time.
Add a quad for the glowy effect! I'm liking these, by the way. It's refreshing to see so many lowpoly items being made, and in one consistent style no less! If tf2 wasn't already cool on its own, then at least it would've had the redeeming quality of inspiring so many people to copy it so wonderfully in lowpoly form
Imagine when the day comes that we see advertisements for items, gold and other in game properties on tv and radio. With the rate MMO's are growing, it probably isn't too unrealistic to imagine hearing an ad for gold, armour or +2 swords of dragon slaying on the radio. Probably advertisements for tournaments and matches…
LOD stands for Level of Detail. It's a way for a game to lower the detail being drawn on screen as items get further away. Unfortuneately most LOD's have to be made by hand. So they want to be able to see how you can make a lower res version that looks as close to the original one as possible, from a distance.
Nice links Nezach. I was thinking on the way home, the item I care about this most on, are faces, so I bet it would be possible to emulate window light or a softbox in the shader side. Try to emulate the scattered rays and the shadow transition based on light distance. If only I knew a Belgian shader artist.....
Is this for rendering inside 3ds Max? Or is it going to exported to a game engine? I'd suggest using an Excel spreadsheet for keeping track of which items get which materials, and coding up a Maxscript to assign them. http://www.scriptspot.com/search/apachesolr_search/material assign…
Oh god switchings hard man. I tried to switch from blender to maya. Cant model diddly in maya. I think ill only use it for jiggle boning. Mayas so easy to use for me it takes maybe an hour to finish easy items now. maya...more like days.
I've got a new problem where any items using the skin shader are super-bright suddenly. Also, my specular sensitivity is through the roof. I've gotta knock it down to almost zero to get anything but 100%. I recently updated to the latest Nvidia drivers, so I'm guessing that is the issue...
Im using 3ds Max for the modelling, export to .obj & .fbx and used xnormal for the baking. Meanwile I redid the UV, adding the new arm two the base texture sheet and avoided middle-seams. Anyone knows a trick how to add decals to mirrored items without getting mirrored decals/text?
Hairworks likely won't be built in since its such a specialized piece of middleware. There is some documentation on getting unreal's sourcecode here https://docs.unrealengine.com/latest/INT/GettingStarted/DownloadingUnrealEngine/ However do realize that if you're not familiar with building projects from source, and…