@Nintendo46 - @BringMeASunkist explained it very well so there is not too much that I can add. Basically in the early stages of a scene you should keep your assets very simple. The reason being, if you notice any issues with scale it's a lot easier to rectify. Only when I'm 100% happy with the scene composition will I…
@BringMeASunkist : Hey thanks for the tutorial, I had Marmoset already installed but I didn't know how to use it. So thanks for that, Going to watch the tutorial now.
@BringMeASunkist The stock and the pump will be rubberized, i'll do it in the texture and the normal map. For now i'm planning to do as if it's a new weapon. Little update: remade the pumper on high poly and added a little detail to the stock
@ZacD The car might be black and white or greenyellow or dark red maybe @BringMeASunkist The KTM has a supersexy dune buggy version named AX with the same sharp futuristic look. I think I should go with that one.
hi, Here is the update, i worked on textures and i will add details like "BringMeASunkist & DWalker" said. I know the polycount was less, basically i am trying to learn with optimizing the mesh instead of going up and reducing.