Hello Unity Community.
I’m currently working with the msGamedev German team, making our first post apocolyptic RPG game, Contamination Europe. You can see the collaberation thread here. http://forum.unity3d.com/threads/116864-Contamination-Europe-post-apo-RPG-(German)
The reason I’m posting in this thread is to recieve feedback from the weaponry models that I have created for the team(and partly to blatantly promote some publicity to the game ). I do have a fair share of experience in modelling and texturing, thanks to collaberation with a few teams out there, however, I am quite a novice when it comes to the complex UV texturing for the models.I doubt my opinion alone would be sufficent to judge whether the models would be textured to quality standards, thus I would need the community’s opinions to balance that out.
I would like to keep my models to a high quality, although Contamination Europe is not a graphically intensive game. However, the problem I’ve percieved in creating the models are due to time itself, I’ve felt that I’ve been spending too much time trying to texture more than I’ve been modelling. Dissecting a model to a low-poly peferrence is easy, but placing textures and UV alignment seemed like hell to me. I seem to be wasting more time than I reasonably could before.
I’ve heard that some texturers preferred high to low poly baking and others just basically texturing a low poly model(which I am currently doing). If anyone can share some general advice, that would be appreciated.
I’ve been using Adobe Flash(since I’m experienced in that program and no other, I’m using it for decalling) to place weapon decals and Photoshop to edit my baked textures. Blender for the models.
These are the models that I’ve currently finished, they are given the “rusted” look for an apocolyptic feel to it. Any comments and constructive critisms are appreciated.
Browning M2 Machine Gun - 844 Faces
PP-90 Sub-Machine Gun - 416 Faces
HK G3A3 Battle Rifle - 847 Faces