This week I show off a new weapon in the engine, along with the modeling steps it takes to get it there. I also did more work for the Snowblood Paladin in-game character.
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Finding a good way to consolidate the different clothing meshes and textures onto one mesh and one texture has turned out to be a fairly tricky problem that I already spent a day or two trying to solve. I still have some ideas, but so far I haven't hit on a really good solution.
Next week I will be working more on some terrain, and hopefully finishing up this character!
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Very much good work! 3D-> You made it with graphical feather?
Spot on! I was trying to learn more about work flow of high poly - low poly model creation/detailing process.
I'm using low poly modelling --> unwrapping --> high poly modelling ---> texturing flow but I wanted learn about high to low process for a while now. Looks like it works nice too. But I'm still not sure about which way is the best way for which models.
Thanks for sharing.
Great work, Ninjas. Any reason you prefer Mudbox over ZBrush? Or is it just a matter of it being easier and less bloated?
Zbrush seemed weird and complicated at the time. Also, Mudbox had just come out with a new version when I bought it. I still think that ZBrush is weird, but it clearly has much better tools than Mudbox. I have been thinking of trying out 3DCoat too. The re-topo tools look awesome.
I learn Zbrush but it is very weird and different than other 3D programms.Mudbox is easier than Zbrush? If it is, I will change to this.
Tutorial about how you make you 3d models? pahlez :D
Funny i always start with low poly make it final and then create high poly based on my low poly.. xP