Also try http://wiki.beyondunreal.com Turret/telescope. just subclass an existing turret and remove the weapon code so you don't have to modify the playercontroller too much. Sentry gun: Likely a full custom build, as there arent any monsters that act like sentry guns already in the unreal codebase. You can copy chunks of…
Hey sltrOlsson! Sorry for the long time it took me to reply! But youre right. We actually did a moodboard for the game and even though I am not showing it here, we have a lot more areas and lots of props already being done for the project. Maybe I should have said that I am just showing some of the things I made for the…
I have only used zbrush, but you should look at what else you want to do with the program. Zbrush has the advantage of being 2.5 which means you can paint it it as well, and even get finer detail by painting on bumpmaps. Something AFAIK neither silo nor Mudbox can do. Silo has the adnvatage of the ability to build the…
Hard surface in Zbrush has always been something that alluded me. I have seen many artists pull it off without a hitch but I feel like some wizardry was involved. For me I will typically sculpt in the quick general shape of the armor or hard surface I want. I dont really worry about lumps at this stage, its just something…
Agreed with cheese. The idea behind practicing modular asset building is to make templates that can be reused. True, you could resue what you have made, but there is no detail so you arent really 'practicing' the technique, you are sort of side-stepping the problem. I don't know any good online environmnet portfolios that…
First off, you have GOT to get rid of that seam on the kings gaurd guy's head and neck. Even if you just clone brush it out. Otherwise its a fantastic piece. Your 2nd random heady study from arsh's base looks like you got into the details too fast. The major forms look a bit too blobby, especially in the neck. I agree with…
1. the uvs need to be better packed because they arent using enough of the pixel space also they are unevenly sized so some parts will have loads of pixels to detail them while other just important pieces of your sword will have hardly any pixels and could look a little stretched or warped. so if you show only one side of…
Agree with raider. You definitely should go in and add some definition into that back of his.That area where the scalene muscles,sternocloidomastoid and the trapezius inserts onthe clavicle is way too smooth aswell. Those knees also need work. The anterior border of the tibia doesnt go straight down like that, its curved.…
Hi, (first of all...excuse my bad english...he,he) while I did an internship I was allowed to use 3dsmax for my own for a while. I started to make a Skeletor model...but I couldnt finish it until the internship ended. The modeling stuff is quiet done, there are only details which arent so nice (nevermind)...the unwrapping…
Well thought id get off my lazy ass and start progressing with things. So 1st up a little introduction: Graduated from University not long ago, been spending most of my time keeping my head above water but finally doing animation again! Learned animation in Softimage XSI all through Uni only to find that pretty much every…