With the new release and wanting to make a current gen (ps4/xbone) character and weapons with texture sizes correct... I dont want to undershoot or overshoot on texture sizes.. Ive heard rumours some of the main characters are aroun 100000 polys which im taking as tri's, but to texture sizes theres nothing i can find as…
Hey guys, I'm pretty new on Polycount but here's some WIP images for a pudge set I'm working on atm. ANy comments/feedback would be great and much appreciated! Thanks! Original Rough Concept Kusarigama Concept for the hook weapon Kusarigama High-res Sculpt Kusarigama ingame test with baked normals Kusarigama Textured +…
http://www.overkill2.com/ i did many of the weapon textures for this. each weapon is on a 1024xsomething texture, though certain ones also had additional textures for scopes etc. diffuse textures only. each texture needed to be completed in under 3 hours each in order to make economic sense for me--hence the vast majority…
Hey everyone, starting on a new concept. Trying to go for a mad max-ish theme on this one. Heres a quick peek at the paintover I created over top of a screenshot of the default deagle to get a feel for how I want the weapon to look when I begin texturing. Everything is made by me except the tire tread grip texture which is…
Hello everyone, I am working on a project where I need to create a next gen videogame weapon (first a high poly version then create a normal map and apply it to a low poly version). One of the reference pictures I used for this is: The high poly version of this weapon (so far): Some details such as screws I will manually…
Hi, I'm new to polycount and a student at the moment so please criticise and help me to create some thing ;) . I just finished my mood board and block out. I'm tottaly new to the block out thing so give me some tips please :) . Programs that I'm using: Maya zBrush xNormal Toolbag 2 Photoshop Substance designer is new for…
i was creating a weapon for my portfolio and when i created this barb wire (it is 3 sided cylinder copied over one another and joined then use a curve wrap deformer on it) this was the way i created uvs for it. i was wondering if there is a more efficient way for uving the barb wire as this way of uv mapping with 8 or 16…
Just curious if you used a biped or dummy or downloadable human character to hold the weapon to see how it is used? I think if weapon artists did that even if its a shadowed human form using alpha's would go a long way in presentations. (but i really have no clue.) Other than that i like this, getting a strong gas/air…
Really nice work! Your concept pages are really interesting :) The Shoveler looks really nice but it seem like 1H weapon while description reads 2H. Sorry its just bothers me when you get new 2h sword in WoW just to notice its upscaled 1h weapon and theres no space for second hand on the grip x'D Really amazing work,…
Progress has slowed down a bit lately after finishing the backpack machine, but I've finally gotten to the point the high poly for the weapon assets is more or less done. Current plan is to focus on retopology and texture work for the poncho asset so I can apply the bake and then adjust stuff like the hood and making the…