I saw many examples for splitting a weapon into multiple textures,and it is a totally usual thing in environment art (buildings, big objects) but I would say you already use 4k which must be enough... A FPS weapon usually takes the 1/6 space of the screen in game and even if we use full hd resolution , the weapon gets…
"It’s meant to be a functional military unit, not a relic" From my experience, rapid fire heavy weapon muzzle/barrel jacket discoloration becomes a factor mainly due too heat after extended use hence on occasion the barrel may become unservicable (shot-out) and replaced. Example - 50 cal MG
This months challenge is all about action films, heros and baddies. The challenge: Model a playable character, in 700 triangles or less, from an action movie. (to define action movie, please click here but also open to any non science fiction with adventure-action, like james bond or indiana jones etc) The setting: The…
Hello, the PadMod "World of Padman" urgently needs help. For the upcomeing StandAlone of WoP we need a skilled Character Animator. We have one model which hasn't got any animation at all and the other models need some fixes. Basically some of the models don't hold the weapons correctly and one seems to float a bit above…
Qcs are relatively simple, especially when you're replacing existing weapons because you can just decompile those and it will give you an already built Qc file. Granted it's not perfect so you have to modify some things here and there but for the most part, pretty simple. Here's the Qc I used for compiling the…
Alright, so I moved the vtf's and vmt to materials\models\weapons\metal_pipe "VertexLitGeneric"{"$basetexture" "models\weapons\metal_pipe\pipe_final""$model" 1"$surfaceprop" "metal""$envmap" "env_cubemap""$envmapmask" "models\weapons\metal_pipe/pipe_final_spec""$envmaptint" "[0.5 0.5 0.5]""$envmapcontrast" .5} $modelname…
so these are the values for the character to take to the colour stage. if you feel i should do more of one or perhaps do values for another one of the skteches feel free to say. also did some weapon sketches, I'm not too sure on the best process for weapon designing, so the process I'll be using for now is using these…
This is wicked man :D I'm not usually into stylized stuff, But this has some serious flavor. Can't say what it is, But i can say i love it! Really nice subtle, Modest highpolies(more pointed at the weapons). I assume the weapons were sub-d modeled than touched a bit in zbrush? lookin forward to seeing more ^^ Just cause of…
those look sweet! Of the ones taht id dont think are quite as solid: Throw Rock: just just glancing at it, i dont get that im throwing something, or that is a rock. Gut could use a little more depth/gore maybe some 'action' lines coming out of the sword on Shatter? Hell's Key is a bit confusing that it coats your weapon,…
The skull on the weapon is very out of place for the weapon and seems to just be stuck on and not actually incorporated into the weapon in any way. Also the weapon seems to be weighted very strangely and almost looks upside down. Honestly backstory aside, a bone axe could be a good idea but I feel it needs to be fleshed…