hey Jesse, I like the front part from that gun so far, but I am not sure about the two beveled shapes in the back of the gun, I have the impression they are a bit imposed. There is already quite some detail in the front, might be smart to have the back cleaner, as to let the design breath more. Also I agree with tumerboy about the grip. Hope this helps!
hey jesse, I hate to say it but... that still looks very painful to hold xD what about something in this direction?
me is currently working on a sci-fi / doomish door for my folio. Next parts would be a little wall stuff around, a smashed panel for opening the door and maybe a illuminated sign. Some shots straight from max viewport (using Xoliul's Shader):
Jesse: Might just be me but I think that adding in a groove for the slide barrel to slide on would add to this. A rail, a groove, a little bit of awesome... take your pick
got a suggestion to make the grip smaller to try and make the scale seem more appropriate...
I think if you pulled the trigger / guard back to get rid of that space between the guard and the grip, it would be more inline with what people expect to see...other than that, it looks like a cannon...good stuff.
Thanks for the comments everyone. Here's another one, still using a pretty simple base. I think I'll retopo one of these busts after I've done few more, and take it a bit further.
Jaco: Great stuff lately man. Very realistic interpretations.
This latest one tho, the face/neck strike me as being way too thin for a woman who's body is that heavy. I could be wrong of course, as I'm not looking at refs, but my immediate reaction is "whoah, slightly thick face...really fat body"
Thanks man, and good call. The woman I was using as ref does have a pretty strange face considering her body, but the neck was way off. Did some quick adjustments. 12
I saw Massive Black's El Coro Concept painting preview, looked pretty cool. I'm bad at drawing and I've never done anything like this, but here's a gun concept I've been working on.
Not a massive update. But I've finally worked out how this thing works after staring at the reference photo's.
The ejection tube is still there but it no longer running above the whole length of the barrel. Its just shorter and curves off to the side. Judging by the photo on the left I would say that the tube is angled slightly to deflect the shell out at a more of a right angle.
Trying to get a grasp on Sub-D modeling, at least I think I understand what it is and I'm assuming this is an example of it :P. Using my Skywarp model to make this high poly version
I know there are a few pinch areas...trying to figure out how to fix them, otherwise I'll fix it in the normal map
as everyone and his dog is working on some unity project I had to join the fun
for just a few days its already quite much I've implemented... indeed a really cool editor
-animation handler
-weapon handler
-camera handler
-destroyable objects handler
Lots of normal maps need their green channels flipped, and color correcting on the tiling wall texture. But I'm getting there!
the bricks on the floor feel far too large and really make this place feel tiny. i would scale them back a bit to about 1/4 or 1/2 of their current size. other than that, looking ace!
based off the lowest arch on the wall, which is what i would take as a little taller than the height of the player, these look like they would come up to between their knees or their waste.
Replies
PS: its that what I think it is? xD
me is currently working on a sci-fi / doomish door for my folio. Next parts would be a little wall stuff around, a smashed panel for opening the door and maybe a illuminated sign. Some shots straight from max viewport (using Xoliul's Shader):
@ apb: the area where the pects connect to the shoulder/deloit could use some smoothing
thanks and yup, I wanna put it into the Cryengine 2 where I will add a noisy Detail Bump. I think that will do the job ^^.
Original concept here.
http://www.autodestruct.com/images/quake4_autopsy.jpg
lol, I said a small section of a 1024, I swear! :poly122:
I think if you pulled the trigger / guard back to get rid of that space between the guard and the grip, it would be more inline with what people expect to see...other than that, it looks like a cannon...good stuff.
This latest one tho, the face/neck strike me as being way too thin for a woman who's body is that heavy. I could be wrong of course, as I'm not looking at refs, but my immediate reaction is "whoah, slightly thick face...really fat body"
450 tri, 512x256 diff/normal/spec
Texture WIP, gotta add a ton of grime and smooth the nasty nasty shadow errors from the cheap light bake I did.
http://www.mladenjovicic.com/shitpirate4.jpg
If you know what that is, yay for you.
The ejection tube is still there but it no longer running above the whole length of the barrel. Its just shorter and curves off to the side. Judging by the photo on the left I would say that the tube is angled slightly to deflect the shell out at a more of a right angle.
I love this thread so I'll spam it with lil bit of my junk.
especially Zoidber:)
I know there are a few pinch areas...trying to figure out how to fix them, otherwise I'll fix it in the normal map
Is it just all modelled or are you doing fancy tricks?
My first weapon modeling in my life.
It's hard !
(It's a Bora Sniper Riffle)
for just a few days its already quite much I've implemented... indeed a really cool editor
-animation handler
-weapon handler
-camera handler
-destroyable objects handler
next will be gui and game stats handler
Awesome!
the bricks on the floor feel far too large and really make this place feel tiny. i would scale them back a bit to about 1/4 or 1/2 of their current size. other than that, looking ace!
based off the lowest arch on the wall, which is what i would take as a little taller than the height of the player, these look like they would come up to between their knees or their waste.
here's a little update on my door. finally made it into sandbox 2: