The provided model has been created inside of Autodesk Maya (version 2016) - Sculpted in Pixologic Zbrush, textured in Substance Painter and rendered with different render engines ( Arnold 4 By Solid Angle and Marmoset Toolbag 3 package).
The cannon has been rigged in Autodesk Maya. The chains react based on physics and the wheel movement is driven by Maya Expressions I provide the shot scene, with fluid setup and recoil animation
Along with the forementioned material I produced a tutorial for the rig that you can find on Vimeo (putting /277851939 after the web domain).
I also produced another video (putting /277782449 after the web domain) that shows the cannon shot with smoke
* Maya Zip file with the following folder structure: - cannon.mb ( version 2016 with light setup and NO rig) - Cannon_rig.mb ( version 2016 with material setup and RIG) - Cannon_rig_no_mat.mb ( version 2016 - just the RIG without material setup) - shot-scene.zip - shot-scene.mb ( version 2016 - the scene with fluid simulation, animation and simple light setup) - Skydome Texture ( the texture mapped to the skydome, to render the shot) - Background Comp ( the fortress background used in the comp of the shot)
* .fbx file format * .obj file format * Marmoset Toolbag 3 complete scene file (version 3.04): with all textures and lights setup (static cannon) * High Quality PBR Textures (.zip) (metal / roughness workflow) for both upper part and lower part of the 3D model * High Quality PBR Textures for Arnold (.zip) : used for Arnold scene file * An example video (.mp4) that shows the cannon shot * A video tutorial (.mp4) that explain the rig features
* High Quality textures (4096 X 4096) * Linear Workflow setup (for Maya 2016) * diffuse Map (mapped in the diffuse channel) * specular map (mapped in Arnold specular color) * roughness map (mapped in Arnold roughness) * f0 map (mapped in Arnold Reflectance at normal) * Normal Map (mapped in Arnold Bump map rollout)
* Moving the wheels is really simple: just translate the Global Controller and the wheels are driven by expressions * It's always possible to animate the wheel offset separately with custom attributes bound to the Global Controller * The Axis orientation of the global controller needs to be set to 'object', in order to rotate and animate the cannon in other directions * Chains are physically calculated and their simulation runs wh