Last post didnt explain much (this is for making my game project) -Reference, get a lot and even some futuristic weapons that look similar -During creation be mindful of how the weapon is being created to make unwrapping easier -make sure the gun looks cool inside and outside FP view -Make sure to recycle as many materials, many models use the same material (my glock had a blue material. that texture/material file is recycled on all of my models, even vehicles) -Imagine the asset used for animation. Things can look good until you see animations that shows flaws. I noticed in my P320 the inside of the slide doesnt look good when its locked back so will need to be fixed. -be efficient, 8k triangles are fine but try not to surpass 10k -MAINTAIN the low poly art style, if I notice things are looking too smooth and too nice i need to go back and downgrade -unwrapping is prioritized over geometry. if the unwrap looks good but verticles are messy. its fine just balance but unwrap > clean geometry
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