Yup, that looks pretty good. Hard to tell until we see it in Maya, but it looks like its organized in such a way that it would be easily correctable...
I would recommend using some detail normals. We try to provide a whole slew of different swatches for different materials, each one using detail...
You'll need to completely unwrap the entire model for the 2nd Channel. The 2nd set of UVs controlls the tile rate of camo and detail normals. Right...
If you've received feedback for a submission that says your mesh isn't oriented or scaled properly. Submit it again without skinning. Use a rigid...
The sides are the most boring part. I'd add some interesting cut lines, clasps to the face mask, construction elements, etc This is a promising...
Our engine uses the theory of physically based rendering (most people call it PBR). Where it uses 3 specular maps to better establish what texture...
This is a pretty good place to start:...
I doubt we will ever stop working on them through the lifetime of the game. There will always be little tweaks here and there. The work Bill is...
This.
We've been getting a lot of helmets lately that are significantly under the poly limit. If you are making some sort of headset, bandanna, or...
I think that's fine. But just know that if something gets submitted, we don't go through the forums to see if they were the first ones to start...
Dibs!? Is this the US Patent Office now? :P
Actually, its almost the exact opposite. We've hired on a few new people! A couple of them for player studio stuff, one to help me process the...
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