Thanks so much for the compliments guys! Thanks Peter for the advice, I'll look into that for the next weapon. Any shot of maybe giving an example of some tonal variation? If not, no big deal. Thanks again -B
well the weapon itself is probably one of the blandest looking there is modeling looks decent so far maybe check out modern warfare 3, they made a very nice looking AA12 by adding attachments
Totally agree the polycount is perfect for a weapon with that amount of detail. For the SSS, you could try marmoset or UDK, anyway I think you could get away on your glow and difuse. great work!
I've seen your final work on artstation. Looks great! Final render has nice feel to it. Also I like his weapons. It reminds me Capra Demon from Dark Souls :) .
Excellent video MMAAXX. Haven't seen this yet. It's a bit hard to find good tutorials and videos for this kind of stuff. Most people do scifi, weapons or characters. It's a bit of a niche. So much appreciated.
I do mostly weapons and assets but I have noticed some of my bakes have funky shading or hard edges in places that should not be. So I was wondering if it was exporting funny or triangulating odd
Going good! Have to say I don't really like the super mathematically straight weapon on his side, I feel like it doesn't belong. Maybe if it'd be more damaged/bent or so.
Mostly greens and browns. Yes I am going to be using zbrush going to attempt to get nice muscle detail and clothing texture. I'm going to include the weapons in the concept (carbine and two knives).
Looks very nice and original. :) But the defuse is almost the same as the specular and that makes the weapon look very bland. You need to define the material more for example by making it darker in some spots and setting highlights.
Some form of open world MP (destroy their stuff, protect yours) would be awesome! Considering the variety and capabilities of the weapons and vehicles in the game, it'd almost be foolish to not have a "devil's playground" mp map.