Clearly I need more training. In light of this I will be retiring all my assets up to this one. They will be put online as soon as I become more proficient.
For those interested. This mech is the result of purchasing and following the tutorial found in this link.
(I bought the $39 version) The author of the tutorial uses 3DS Max, however I managed to follow using Blender, replicating some of Max's functionality in Blender was kind of tedious, but it was possible, that may explain why my current settings don't make sense, but oh well.
I am currently not at home, so I can't go through the deletion process for now, so this message will stay up for a couple hours.
Thank you everyone for their feedback, I will keep it in mind when practicing. It was fun while it lasted.
WOW, things heated up pretty quick here. Sorry guys, just got home.
Anyway, Duion.
I checked your work, you seem to be pretty good at what you do, you have my respect for that, however there are some things I don't agree with you. While I will combine all the pieces of the mech into one for you, I am still against making it a single material mainly because unwrapping it took me two weeks of eight hours a day and I don't want to redo that. Also, tutorials from gumroad, chamfer zone and allegorithmic tell me that it is ok to have two materials in one model in order to keep texel density consistent and clear and no offense to you, but I will listen to them this time.
I also noticed you worked a lot with Torque engine which is an engine I have absolutely no idea about. I work with Unreal Engine and my particular workflow has been developed to work with Unreal, although I can also adapt to Unity which is quite different from Unreal. Anyway, I still appreciate your feedback and will take it into account for my next projects, so I thank you for taking the time.
On a final note, I also see a lot of confusion about this asset and this is my fault for not even mentioning this at first. The reason this one is divided in so many pieces is because I am working in a project where the player will be able to swap pieces of their mech according to their needs, so different arms will have different weapons and the cameras could be replaced with missile launchers and the legs and the pipes and everything. I will admit I got a bit over excited about this and went overboard with the independent pieces, but again it was my mistake for not explaining in the first place.
Farcodev Thank you for defending me in my absence :) I will buy you a beer sometime... maybe or I will drink one on your behalf.
MedicineStorm It is true that Duion went a bit salty at first, but then he was more friendly, so I assumed he may have just having a bad day or something like that. I mean, there are times when I have been salty to people as well. Anyhow, thank you for helping avoid world war 3 over this asset. With that said, you don't need to thank me for being willing to take criticism, it is part of the learning experience and to be honest I have used quite a lot of assets from here and I thought it was time for me to give something back, as imperfect as it is for now, but I try to get better and as far as I am concerned although this is a website for free and open art, the people who wants to download and use what I create are my customers and as such I value their opinion, feedback and hatemail if any (the hatemail mainly because sometimes I feel lonely ;))
Boom Shaka Thank you for your feedback, although I optimized the asset for Unreal, not Unity, but I can also make sure it works in Unity no problem ;). About the asset pack, you are absolutely right, I am actually working on updates for those because I had already noticed what you mentioned, those assets are not ready for anything. The reason being, I was polishing my modeling skills mostly, then I got into the Harley Davidson project and right after that into the Mech Project. The Mech took a month and half, 8 to 10 hours a day from start to finish, so I never had time to get back to the other assets.
Currently I am reworking the pack, since I finally got around to learn texturing in Substance Painter. I am also trying to make them more interesting and giving them a theme, I am hope that by the end of november I have a more suitable pack. I have tried modeling before, but serious learning have been over the last 4 months. Again, most of my art so far is programmer art becaue that is my main role, but I want to be able to make my own assets too, all I need is a bit of time.
Everyone. Thank you so much for your support, feedback, comments and so on. This has been very educational and certainly has helped me become a better artist and game developer in general. If I offended you in anyway, please forgive me that was never my intention and thank you for your understanding and patience. It will be a while before I can post anything else because I am busy with university and also practicing my skills. Have a great week everyone!
I am using these cards on a personal project of mine.
Thank you so much for making them.
https://youtu.be/pvvw5sdFh4E
You get Fake Internet Points if you can guess the inspiration behind what I am currently working on.
I am using this for a personal project. Will hopefully show you when it's done.
Hey!! I used this song for a quick project of mine!
Thank you so much for your music!
https://youtu.be/U3TvvtP4EEs
https://youtu.be/EV4aQgaLGdA
Oh, how awesome. I also made a flappy bird clone. hahaha. I made mine for practice only. I love the one you made.
I made a little game using the assets you created. Thank you very much for posting them here.
https://alienguard.itch.io/flappy-pixels
I am using it for my little game here. Thank you so much for them.
https://alienguard.itch.io/flappy-pixels
Are at some point using Scriptable Objects? I would love you if you were using Scriptable Objects and did a tutorial about them!!
Clearly I need more training. In light of this I will be retiring all my assets up to this one. They will be put online as soon as I become more proficient.
For those interested.
This mech is the result of purchasing and following the tutorial found in this link.
https://chamferzone.com/tutorials/
(I bought the $39 version)
The author of the tutorial uses 3DS Max, however I managed to follow using Blender, replicating some of Max's functionality in Blender was kind of tedious, but it was possible, that may explain why my current settings don't make sense, but oh well.
I am currently not at home, so I can't go through the deletion process for now, so this message will stay up for a couple hours.
Thank you everyone for their feedback, I will keep it in mind when practicing. It was fun while it lasted.
Hi, thank you for stopping by.
Unfortunately it's not optimized for Unity 2017, but of you give me a couple of weeks I can fix that for you.
WOW, things heated up pretty quick here. Sorry guys, just got home.
Anyway,
Duion.
I checked your work, you seem to be pretty good at what you do, you have my respect for that, however there are some things I don't agree with you. While I will combine all the pieces of the mech into one for you, I am still against making it a single material mainly because unwrapping it took me two weeks of eight hours a day and I don't want to redo that. Also, tutorials from gumroad, chamfer zone and allegorithmic tell me that it is ok to have two materials in one model in order to keep texel density consistent and clear and no offense to you, but I will listen to them this time.
I also noticed you worked a lot with Torque engine which is an engine I have absolutely no idea about. I work with Unreal Engine and my particular workflow has been developed to work with Unreal, although I can also adapt to Unity which is quite different from Unreal. Anyway, I still appreciate your feedback and will take it into account for my next projects, so I thank you for taking the time.
On a final note, I also see a lot of confusion about this asset and this is my fault for not even mentioning this at first. The reason this one is divided in so many pieces is because I am working in a project where the player will be able to swap pieces of their mech according to their needs, so different arms will have different weapons and the cameras could be replaced with missile launchers and the legs and the pipes and everything. I will admit I got a bit over excited about this and went overboard with the independent pieces, but again it was my mistake for not explaining in the first place.
Farcodev
Thank you for defending me in my absence :) I will buy you a beer sometime... maybe or I will drink one on your behalf.
MedicineStorm
It is true that Duion went a bit salty at first, but then he was more friendly, so I assumed he may have just having a bad day or something like that. I mean, there are times when I have been salty to people as well. Anyhow, thank you for helping avoid world war 3 over this asset. With that said, you don't need to thank me for being willing to take criticism, it is part of the learning experience and to be honest I have used quite a lot of assets from here and I thought it was time for me to give something back, as imperfect as it is for now, but I try to get better and as far as I am concerned although this is a website for free and open art, the people who wants to download and use what I create are my customers and as such I value their opinion, feedback and hatemail if any (the hatemail mainly because sometimes I feel lonely ;))
Boom Shaka
Thank you for your feedback, although I optimized the asset for Unreal, not Unity, but I can also make sure it works in Unity no problem ;).
About the asset pack, you are absolutely right, I am actually working on updates for those because I had already noticed what you mentioned, those assets are not ready for anything. The reason being, I was polishing my modeling skills mostly, then I got into the Harley Davidson project and right after that into the Mech Project. The Mech took a month and half, 8 to 10 hours a day from start to finish, so I never had time to get back to the other assets.
Currently I am reworking the pack, since I finally got around to learn texturing in Substance Painter. I am also trying to make them more interesting and giving them a theme, I am hope that by the end of november I have a more suitable pack. I have tried modeling before, but serious learning have been over the last 4 months. Again, most of my art so far is programmer art becaue that is my main role, but I want to be able to make my own assets too, all I need is a bit of time.
Everyone.
Thank you so much for your support, feedback, comments and so on. This has been very educational and certainly has helped me become a better artist and game developer in general. If I offended you in anyway, please forgive me that was never my intention and thank you for your understanding and patience. It will be a while before I can post anything else because I am busy with university and also practicing my skills. Have a great week everyone!
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