so im currently working on the uv's for a fps gun (http://www.polycount.com/forum/showthread.php?t=137331) and i was wondering how much do i scale up the the parts seen in the foreground. The Scope and the bipod will have there own channel. I know the Action, picatinny rail, and the bolt handle should be scaled up anything…
well, seems like the FCS is getting more US funding, so they put together this mockup. this whole program has currently cost almost 20 billion... at least its only half as ugly as the concept:
Hey guys, I have been following Tim Bergholz’ Ultimate Weapon tutorial for the last 2 weeks. After watching the modeling videos I got a nice looking AK-M (floaters in yellow). I also followed his edge
straightening instructions and got everything all packed up nice and tidy. However, when it comes to baking
everything goes…
I usually separate a bunch of parts into different UV groups because I struggle to fit everything into a single set without the UVs being shrunk to crappy resolutions. Is this okay for use in games? More specifically, in Unity.
Hi guys,I was doing a sword just for fun with the idea to import it into Skyrim,but I totally don't have any idea how to do the moving parts like the strings you see in the overpaint below,so my question is,what I need to do/learn in order to have those strings moving at the wind or just moving when the blade is used (in a…
Hi there, My name is Zac, I'm a 3D character and prop artist for games. I can work with high and low poly including sculpts. I also work with substance for textures. I can work with both organic and hard surface forms. My portfolio is available here: zacman70.artstation.com Email: zacfrutten@gmail.com
Finished up the props for the character. There's also a lighting turnaround vid here https://www.artstation.com/artwork/QnVZJE (not sure if there's a way to embed videos on polycount so I just linked it.) These shiny metallic props turned out to be trickier than expected. Its tough to make sure details and variation are…
Eric, in the last pic, I think that's the lowpoly - he's modelled the divots in after baking the highpoly onto the flat surface, just shows that the object-space normal-map will still hold up after the lowpoly is edited. For a firstperson view model on a current-gen FPS game, modelled detail like that can really help sell…