Q: If I created a set for an archer, would special arrows count as the secondary/special weapon? Do things like helmets and arrows have to be functional? For example - a cloth cap wouldn't save your head and a whistling arrow wouldn't do much damage but they may fit thematically in a set (not necessarily the same set, just…
They said it is required to have a specular map, normal and diffuse. They didn't say "only" or "no glossiness map for sword" I believe. It is written : "Gloss is only necessary for helmets." Therefore, gloss is not necessary for my sword but I can use it, no ? Could we have an official clarification, Dylan Brady ? A: The…
Are we allowed to model shields? A: Yes, however they will be classified as secondary weapons for this contest (meaning you cannot JUST model a shield. It must be part of a set that includes a shield). Shield reference models have now been added to the documentation.
I am following the weapon tutorial and I zeroed out the rot origin, then I copied the sockets from the base halberd onto mine and it looks like this Mine is on the left and is obviously wrong. Any insite on how to fix this? Thanks in advance.
You can but your entry wont qualify for the contest, I looked closely at the rules and its only primary weapons. To clairify, the pole axe was missing by accident, if you make a submission for it it WILL qualify for the contest, this has been updated in the rules page
Does this also mean that we can't go fully crazy to make swords that have interesting blades etc and should stick to more of the "completely" realistic ? A: Yes, weapon designs should be based in reality rather than being overly fantasy in nature.
another question: can I make weapons which were used by nobles, i.e. incrustated with diamons, gems and made from gold? or will it be considered out of spirit of the game? A: In our game, the king is known to go to battle, so this would definitely be allowed!
Q: I have noticed that a heavy crossbow has 6166 triangles which is above the required limit. Can I model my heavy crossbow with 6000 triangles in mind? A: If a weapon model exceeds the general triangle count we've set, matching the count of the actual is fine.
I'm having some issues once I get my weapon in the editor. My specular map seems to be amplified considerably even though the values I used match the reference weapon very closely. Second; after loading my weapon on the workshop I cannot subscribe to it to test it in game - what gives? A: there is a specular map parameter…
Q: If I decide or have time later and want to create a helmet as well as my weapon can I just re-title my original wip thread or do I have to start a separate thread for the helmet wip? A: Yes, it would be fine to just retitle your thread.