Thanks for the information, I'll be sure to make those changes after all the greebling/small stuff is done:thumbup:
Update - got the main shape, fine details next.
Haiasi - I love your painting, really nice work!
i cant decide whether i think this is cool or weird... which is probably a good thing. if it's meant to be a shotgun the rifling is pretty redundant. Is it based on a concept?
No, I'm not working to any concept although I did look at some shotgun and pistol reference for basic sizing and mechanics, apart from that it's all being made on the fly.
The idea I had in my mind before starting was a heavy duty sniper rifle with alternate firing modes, this was after seeing a you tube video on the war in Iraq where a soldier was using a 50cal sniper to take out insurgents in a tall building.
Still trying to work out what I'm going to do with the side vent things, whether it should have those standard veins or maybe make them into lights.
working on an fn FAL g1, finishing up the barrel:)
been some months since I modelled something decent, so starting of with this gun, not that hard overall, jst to get back into modelling:) c&c appreciated!
Kjell : Lookin nice man! not really a gun guy ( you know) but if i had to crit something id say maybe the sight is a bit tall? could be the perspective tho, looks nice good job on the forms here!
Hi Res complete and only tweaks to the Normal map remain before I start texturing. Comments and crits are appreciated...especially before I start texturing
nice stuff zeraf. I think there are a few edges here and there which are maybe too sharp/hard....hard to tell without looking at your ref exactly, but just by looking at your low poly bake some of those edges are not picking up as well as they could. Another thing with the low poly bake on your site and with a lot of your work in general i notice is some bad aliasing....for bakes especially it makes it harder to read them and I think giving a proper render would go a long way
Found some more time to work on this guy again.
Almost done for the high-res I think.
I'm no pro but I'd say his "package" is a bit big. The quads hang a bit like fat, I'd tighten them up. His biceps look to elongated and his head is a bit small on his shoulders. He doesn't look powerful to me honestly. But a good model don't get me wrong.
ericv: Thanks man...I agree totally I found this out first hand. It seems if bevel to close to the original edge the normal map has trouble interpreting which side to place to smoothness of the edge. On a lot of my edges I kept the bevel to sharp as you said and it caused some issues. As I started to finish I began to widen that bevel so the smooth wrapped around each edge giving it that smooth look. As for the AA look thats mainly a lack of skill in representing a normal mapped piece. I need to find me a decent tutorial on rendering out a normal mapped object in maya...I suppose I could just take it into unreal though *shrugs*
No, I'm not working to any concept although I did look at some shotgun and pistol reference for basic sizing and mechanics, apart from that it's all being made on the fly.
The idea I had in my mind before starting was a heavy duty sniper rifle with alternate firing modes, this was after seeing a you tube video on the war in Iraq where a soldier was using a 50cal sniper to take out insurgents in a tall building.
Still trying to work out what I'm going to do with the side vent things, whether it should have those standard veins or maybe make them into lights.
I'd suggest a muzzle break if that thing's meant to be shooting a massive bullet
ericv: Thanks man...I agree totally I found this out first hand. It seems if bevel to close to the original edge the normal map has trouble interpreting which side to place to smoothness of the edge. On a lot of my edges I kept the bevel to sharp as you said and it caused some issues. As I started to finish I began to widen that bevel so the smooth wrapped around each edge giving it that smooth look. As for the AA look thats mainly a lack of skill in representing a normal mapped piece. I need to find me a decent tutorial on rendering out a normal mapped object in maya...I suppose I could just take it into unreal though *shrugs*
Hmmm not a maya man myself, but there should be some kind of AA filtering options that you can play with I would hope. Thats how it is for max anyways, just go to the drop down and select one from a bunch of filters
HI all. a personal project of mine. I am trying to do all the game chrs and asset for a handheld console game. lol I don't know will I ever do it. Doing it because I have been getting a lot of freelance work on iphone games for under the minimum wage. I got a little annoyed by how many times that happen, and decided to go forth and do this. lol goodnight all
I decided to undertake a rather large environment project. Basically it is an ancient/abandoned Shinto Shrine (Japanese Shrine). This will be filmed so I need to get everything animated in a realistic fashion and I need to blow life into the scene. So It's not quite as simple as making an environment still. I can post some quick concept screenshots of the general idea I made in max if people are interested
This is the GA mini Comp, I'm working on : "Final Fantasy Sculpting tribute". Let me introduce CaitSith :
(I'll start polypainting as soon as I put the mustaches on this funny guy)
god3ila: I totally forgot about this character! The eyes are really detracting away from him looking good. The stuffed moogle he rides is fine (since he's supposed to be a toy), but Cait Sith's eyes have no structure to them. Even when they're shut there are still eyes and bone there.
Replies
i cant decide whether i think this is cool or weird... which is probably a good thing. if it's meant to be a shotgun the rifling is pretty redundant. Is it based on a concept?
The idea I had in my mind before starting was a heavy duty sniper rifle with alternate firing modes, this was after seeing a you tube video on the war in Iraq where a soldier was using a 50cal sniper to take out insurgents in a tall building.
Still trying to work out what I'm going to do with the side vent things, whether it should have those standard veins or maybe make them into lights.
been some months since I modelled something decent, so starting of with this gun, not that hard overall, jst to get back into modelling:) c&c appreciated!
how is your hard surface stuff going?:D
nice stuff zeraf. I think there are a few edges here and there which are maybe too sharp/hard....hard to tell without looking at your ref exactly, but just by looking at your low poly bake some of those edges are not picking up as well as they could. Another thing with the low poly bake on your site and with a lot of your work in general i notice is some bad aliasing....for bakes especially it makes it harder to read them and I think giving a proper render would go a long way
I'm no pro but I'd say his "package" is a bit big. The quads hang a bit like fat, I'd tighten them up. His biceps look to elongated and his head is a bit small on his shoulders. He doesn't look powerful to me honestly. But a good model don't get me wrong.
-Woog
and really nice Char Spatz
needs work on various parts. It is NOT completed. Hope to finish later today.
I'd suggest a muzzle break if that thing's meant to be shooting a massive bullet
Hmmm not a maya man myself, but there should be some kind of AA filtering options that you can play with I would hope. Thats how it is for max anyways, just go to the drop down and select one from a bunch of filters
you can follow my progress at Herbert's Awesome game or check out my site at Genghis Kwan - Herbert Kwan's online portfolio
Great job
plus mi gun is nearly done
superhero bear
nice undoz - teeth and nostril look a bit off though. might just be the shading
tried some poly painting today, almost finished on him now and then I can start the other character in the scene
Have you thought about adding a pipe?
Is it the gorton's fish guy?
offtopic: 17th birthday today ~! WOO
here's the scene i'm working on (still very wip as you can seee. god rays were ps'd until i add them for reals later
*edit* Happy birthday Sampson!
Quickie high poly ball robot based on this concept by Feng Zhu, made it abit different though.
(I'll start polypainting as soon as I put the mustaches on this funny guy)
go to me sketch book to receive info
http://boards.polycount.net/showthread.php?p=1099095#post1099095
Wanted to get Akuma's more Gentleman side showing.
he should read this
http://www.thechap.net/