UPDATE: FINAL My Steam Workshop Hi everyone, gonna try this competition out since I played alot of chivalry last year. I'll be doing a Mason knight set and will be replacing the two-handed weapon, the bearded axe. Here are my initial sketch for the weapon and helm. Thanks!
As someone who worked on Dauntless outsource work where we were pretty much partners in asset creation, it breaks my damn heart what has happened to the game. For those who don't know, it was secretly bought out by a blockchain company, and that company was responsible for the layoffs and cancellations:…
The Clock weapon is pretty cool but I'd stay away from making his weapons look like organic hooks as that's sort of Pudge's thing. I'd say keep the idea but change what the "grabbing/latching" portion of it looks like.
@LegitDeepSix Thanks for the crits! I haven't animated weapons in a while so I forgot all about weapon origins and stuff like that. Another animation I made recently: [ame] https://www.youtube.com/watch?v=B6ePWfq3GBk[/ame]
Also one thing that is true for every game in existence: Difficulty is measured on your enemy skill. No matter how easy the weapons are, the enemy will have those aswell, and it will make it harder for you to shine again. So with your logic, Instagib(UT) is the easiest and most thumbed down you can play ? BC2 took a decent…
This is looking awesome man! I love the clean shape and silhouette, the design is super nice (though it does seem more like an assault rifle than a missile launcher XD). I'm not a hard surface guy but your polys are looking pretty good to me. I would be careful with consistency in the future, its a small nit picky thing…
That's a pretty good base so far. Perhaps you should tighten and straighten the weapon strap around his coat a little bit. The coat has vertical tension folds underneath the strap and doesn't look like it supports the weight of the weapon. Good luck!
@SmilingMountain Thanks for the feedback. I agree about the curvature of the tail. Ill be adjusting that tonight. and as far as making a character and weapon, i dont think so. I do plan on making another shield or weapon after this, so maybe ill theme it to this guy.
The fact that you're modeling literally every single piece of the weapons mechanical parts, gives you a fantastic understanding of the weapons functionality and look, but for game production purposes, is an incredible waste of time. Still, all of the breakdowns you have are great, very nice modeling.
it seems to be using bump maps ( the ones in 3ds max black n white ) instead of normal maps. The specular seems also vey flat , and the weapon seems to be painted in grey scale , i know its a weapon , but everything has more colour:) keep at it