Small update, been working on an alternate scope. Adjustments including an additional dial and a slight increase in length.Front and rear flip covers excluded. I've come across some interesting modular rifle attachments, including a different scope mount. Going to attempt to try and produce some more of these in the…
doing some modular practice. did a quick 45 minute normal map with nDo only. separated into 6 (or more depending on how its cut) difference pieces. just trying to find a neat way to get some pieces that can be brought into unreal and tile all over. :D
Yeah, it's like steam engine technology, but being used today. How would things look? It's personally my favorite style. I can't get enough of it. This really does look great. You could even go modular on some pieces, get a whole army of tower happening.
Assuming Y up coordinates, your players Xpos would be stationary but the input would drive the rotation of the tower model and your Ypos would be constrained to a base constant += your jump - gravity over time. You could also script modular meshes to swap out giving the variety.
To tackle this I think it's a good idea to start thinking modularity. Meaning you model/texture smaller pieces and assemble them through out your scene. The concept is very well explained and demo'd by Futurepoly. Check out their 3D Modeling Architecture playlist. https://www.youtube.com/user/Futurepoly
Great feedback, thanks. I will have a play around in Maya and see what I can do. Will do! Once I've nailed the workflow I'm going to include it in a larger scene so I was thinking about leaving stickers & extra grunge for the decals instead to help keep it modular. :)
I would remodel it, depending on what you want to achieve, make it modular maybe. What going on with some of the faces? Are they flipped? Looks a bit strange. You could try to skip SketchUp next time and model this kind of stuff directly in Maya, might save a bit of time and headache.
np mate. Try to play with the modifier( pivot point and channels), it's a bit tricky at first ( the maya bend modifier could really use a visual upgrade)but i'm sure it'll give you the result you want in the end and you'll be able to make a lot of modular pieces with one asset :)
Sounds like you want to create some modular system for dragons. This sure doable, but needs some solid planning. And to do so it would need a lot of preparation, such as concepts. Trying to improvise this wouldn't be good solution. So show us what you have and what you want.
You could unwrap them by material. Usually, I keep the flesh/skin separated from the clothing. Eyes and hair can go on the same map as skin. If there are many accessory, they can be separated from the body texture map as well. I try to think of it as modular, or at least color swap :)