Wow, thanks for all the wonderful feedback! I've made some of the changes suggested: Brighter ambient for the dining room. Better or worse? I think it's a little too bright now... Floor tile kept for now, but I'll play around with some more textures later. Base paint and floor tile for the kitchen added. Trim and shadows…
It's a pretty cool design, and beefy looking, though I think it's a bit too boxy from FPS view, but certainly decent. The texture is lacking tbh. For a rush job on a large model it's acceptable, but being that this is an FPS weapon that is going to be on screen a lot then it is probably good to spend even one extra hour…
Here's my latest work, loosely based on the IAR-80, a Romanian fighter plane from the Second World War. Converted to a salt flats racer. Features the original 14 cylinder radial engine with a gearbox that drives the stub wing mounted solid aluminum wheels. The rear wheel is taken from a larger bomber and features a regular…
Highpoly base in Blender, sculpted in ZBrush, retopologized and unwrapped in Blender, normals in xNormal, AO in Blender. Rendered in Blender's Game Engine. More images here: [link]
Make a thread in Showcase & Critiques. I know its frustrating to feel a gap between imagination and execution, but I promise it shrinks the more you do, and the more you fail. Failing is good - just try not to make the same mistakes over and over again :smile: What I will say is that in a production setting this axe…
I agree Slosh, its all in the arms. If you look some parts have good bakes while other parts have no bake at all. I will post the high poly tonight when I get home. I could not get substance to do bake by name (52 separate pieces) so I had to do a lot of the bakes 1 at a time in xnormal. I even tried to do the batch bake…
It is a bad idea to have ngons on a game rez asset. Lots of exporters and engines won't accept meshes that have more than 4 sides, and in production you never want to send a mesh up the pipeline will potentially be sent back to you to fix, especially for something as dumb as having ngons. xNormal for example won't accept…
Hey everyone, I have been reading the poop's tutorial, which was certainly interesting. Software Used Zbrush to sculpt I use Xnormals to bake the high resolution data to the low polygon UV's. Maya to quickly preview results Goals is UDK Here are my temporary Diffuse and Normal Textures (I kind of rushed the retopo and UV…