Thanks for the recommendations people. I worked on all of the things that were mentioned by people and here was the final high poly version that would be retopped, textured, animated then put into engine. and here is a shot of it in marmoset toolbag I used scripting help from the guys at Magic Stone to help me get it into…
One thing I really hate when it comes to poly wasting is when people make guns for FPS games, but don't delete unseen faces. The worst is when the guy animating the guns is also modelling them. He knows exactly what parts will be seen, but still keeps them in. wtf! O_O I hate when they use a 20 sided cylinder for the…
Unreal quarters every texture on package reload. So if you import a 2048 and then save the package and re-open it, you'll be seeing the 1024 mip of the texture and not the native 2048. What you want to do is force the texture to display the highest resolution mip level. In the generic browser, right-click the texture…
Wow, thanks for all of the encouraging words, dudes! I'm not sure exactly about animation. I would love to eventually put it in Unreal, and for that I think I need a skeletal system of some kind (or can I simply link the individual parts together? I really don't know). I use SketchUp at work and have gotten pretty adept at…
Well, 2000 isn't really a lot for a first person weapon, assuming that's what this is. If you can free up enough triangles it'd be a good idea to model the holes in the cylinder that the bullets go into. If they're only normal mapped the reload is going to look a bit odd. You should be able to take quite a few loops out of…
As said it depends on the case you use it in, in my case it was an rts, and we reduced the characters as much as possible with the same texture applied but in the case he talks about, a unit beeing only a few pixels high it totally makes sense, as you'd just load one very tiny texture for a massive amount of characters. In…
Tweaked it again: http://www.vitamin3d.com/newdesing6.html If it looks messed up you need to reload the page. Version from before: http://www.vitamin3d.com/designolder.jpg Also added a simple menu to the content pages, so you will be able to click through all the artwork if you like. First 3 are working currently. Menu…
Well, first I'd make sure the game supports the funky bone rig you're using. I haven't tried loading multiple weights from different Skin mods together into a single mesh, but I don't think those tools will do that either. Probably your best bet is to simply save the weights for the mesh that took the longest to weight in…
Eurocom, the developers of GoldenEye Reloaded & Dead Space Extraction have an in-house contract position available for a: 3D Character Modeller (Style: Realistic, Modern) at our game development studio in Derby, UK. We are looking for artists who can model and texture modern, realistic characters. We are looking for people…
This would be great - as mentioned the current 3DSMax and Maya DOTA2 shaders, while great, don't behave in-game exactly as they do in the 3D app (spec, gloss and metalness especially) meaning lots of slow, manual tweaking (tweak/ save/ reload/ test) in the game editor AFTER you've "finalised" your textures. If the shader…