@Add3r I totally Agree, I will make them much larger and work those pieces out, I could be wrong, but my thought is in order to balance the noise on the entirety of the rifle, I should only focus my normal map detail on the front of the silencer, The side detail is really cool but I like the slender simple look on the…
Hell's horses, an AK-47 that's actually an AK-47! Yeah this is a tricky one, especially since you can see so much of the internals of an AK from the right side when the fire selector is not on safe. For my current AK-type I did include the interior for the magazine, plus the bottom cap so it can be both full and empty in…
Ended up doing a combo of both of the above responses. Using a default scene didn't work; for some reason the cameras were always set to the default even though I'd edited them in the saved scene. I don't think usersetup.mel runs when you open a scene, just when you load Maya, so I created a default scene with a script…
Some of the details you've created get lost in your low poly model. While there is wonderful detail in the rear of the gun, the silhouette gets a little lost up towards the muzzle brake. If this guns is only meant to be seen from the rear, then it's fine but if it's ever to be viewed from the side I'd recommend throwing…
I think you have more freedom to do more unique detailed pieces since this is a portfolio piece, why optimize a scene when optimization isn't a core concern? I would do enough modular work on the side walls to show you can work that way. To spice up the modular walls you can do a few brick clusters, that can cover up parts…
Hi there. I've come to a point of considering different approaches for texturing a small shack to be used as a game asset in the UDK. This is the building: For reference, the door is 1 meters across and just over 2 meters tall. The roof panels are 6 separate objects The walls and door are flat planes that have normal…
Heya folks, I just got a question here about something I've never really seen an explanation for. As a self taught user of UDK I've not really found a tutorial or the like that lays out how big a mesh should or at what point it's just better to break it into different parts for assembly in UDK. I do not have access to my…
I understand the reasoning behind including the maps within the Substance Painter File. But With 4k texturing the file size increases rapidly to 1GB. Saving multiple versions uses unnecessary disk space because the unchanged base maps are saved each time. There really should be an option to link the externally imported or…
Oh boy... I highly suggest taking some business and marketing courses if you're serious about this, right now you seem to be barely into the idea stage. Using a third party site to handle the store and web side doesn't instill confidence if you are competing with established asset stores. Selling your own work as a one off…
So, I decided to start blocking from the corridor. For size measure I used Jindosh dead body ) As I know, the size of the male characters in Dishonored is nearly 195 sm, so basically I used 2m as a start point. I created floor planks and added some base textures, then started blocking the window. For the glass, I want t…