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3 Dimensional Chat / How many weapons in a Weapon pack and how much?

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Programador hispano
18
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Joined: 11th Jul 2006
Location: Dallas, TX
Posted: 1st Dec 2009 08:01
I am starting to make a weapons pack and I would like to know realistically, how many weapons in the pack and how much should it be?

The weapons will be melee, fully animated with sounds, mediaval, like big hammers, swords, things like that. Here is an example. I could make also modern ones like police stunguns, police batons and similar, I am open to suggestions also.

...........(o o)........
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mike5424
15
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Joined: 30th Mar 2009
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Posted: 1st Dec 2009 19:05
5-20 weapons? £5-30?

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RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 1st Dec 2009 19:07
With the quality of the weapons you're making, Id think 20 of those would go for a few dollars at best. Im not trying to bash you, just being realistic.
Quik
16
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 1st Dec 2009 19:22
the wood on that hammer is ok, but the stone is.. acually bad.

whats the texture size?


[Q]uik, Quiker than most
mike5424
15
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Joined: 30th Mar 2009
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Posted: 1st Dec 2009 19:24
i agree with ruccus. that £30 was for if you could greatly improve. take a look at Henry Ham's thread, at that standard i would say £20 for 3 or 4? if you want to make a good weapon pack look up some texturing tutorials and render it, i've seen packs go for £70 because of what they look like in the render

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Quik
16
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 1st Dec 2009 19:58
i gotta say, the metal and blood at the boottom, it needs a total remake, the metal looks horrible and its unnessesary ti have the blood there, makes the model look worse imo.

do this and u have one model ready

also, i wouldnt sell the pack anyway, make it a free pack. becaouse, its still to *unproffesional* to be sold, ive been doing this for one and a half year, and iam still not selling models.

enchance your skills first^^


[Q]uik, Quiker than most
lazerus
16
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Joined: 30th Apr 2008
Location:
Posted: 2nd Dec 2009 00:49
Keep setting yourself targets mate.

Dont look negatively on this, think of it more of a stepping stone to what you can reach. People want to get thier money'ies worth out of everything and considering the talent around here, the bar was set a little too high for average fold like us. People like Jhon and alucard still impress me, hell, Jhon's the most skilled artist around here and of course you cant forget Errant and his gun's of glory.


What am saying is, keep practising, keep getting better and you will get out all the effort you put in.

A little ego helps too, Though the balance is a delicate one, and i still get it wrong lol.

Search around for tutorials look at references concept art. And always have the thought "can i do it better"

I dont want to write much more as itll look like a rant and people tend to not read large amounts of text lol.

____
-Laz

SJHooks
15
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Joined: 13th Aug 2009
Location: Where you least expect me...
Posted: 2nd Dec 2009 02:13 Edited at: 2nd Dec 2009 02:15
Like Ruccus, I'm not trying to insult or discourage you, I'm mearily telling the truth as it goes: From modeling, there are two problems from keeping it a good one: the stone doesn't have round edges (this effect is given with an extrusion of at least one or two face for each sharpe edge), and the fact that, in my guess, you made the model off of your imagination. That would be fine, but try to aim it to look more realistic (just search up a warhammer picture, and based off of the look, make your own version). The next is the texture, as mentioned before. You'd have better luck if you made the texture of that model less of depth. Just bring the contrast of the stone segment down to a good enough one, and then add a few more touches (to make it look more stoney). You should also consider smoothing certain segments, as well as making/baking normal maps and specular maps. For the texture it probably will help to make basic versions of each material/texture. Make a crate, a metal box, a stone cube (with rounded edges), etc, until you get a pretty good feel of how each texture should look and how to make to make the model so it doesn't look all sharp edged... Just some advice is all I really got, good luck. Cheers.

Typos, they can't live without me.
Programador hispano
18
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Joined: 11th Jul 2006
Location: Dallas, TX
Posted: 2nd Dec 2009 06:12
Thank you for been honest, and all the comments. I know is a work in progress and there is a lot that I have to improve in modeling and texturing. the textures in the hammer is only 512*512.

...........(o o)........
--oooO--(_)--Oooo---
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 2nd Dec 2009 13:39
Its not really about the texture size, its just the quality of the model. Its essentially a cylinder with a few extrusions and a box on the top thats been bevelled / had a bit of movement with it's planes. The texture's dont blend very well, the handle is basically a solid colour, just overall there's a lack of detail and work in the model that anyone looking to purchase it will notice.

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