Bolts in the Receiver should be more flat and not poking out that much.
Is that supposed to be an AKM? cause if, the handguard and stock should be made of wood and would look differently.
The muzzle break should also be different on an AKM.
Russians dont really use mag clips.. but blue ducttape instead
als the mag clamp SHOULD be more centered.
GP30 Launchers arent really used by russians aswell, since its an export version and quite flimsy.
GP25 all the way
Never the less, solid model
thanks, its based mostly off the 103, I heard also they use tape, but the clips look cooler at least for display purposes. Theres so many variations and almost all of them are customizable, allowing for some flexibility. I'll centre the clips more tho and I'll fix the muzzle, it isnt looking right/finished to me now that I look at it
yup just animation -> render preview, i rendered it to an avi file and then imported it in photoshop "videoframes to layer" and then save for web as an animated gif
As a non-character artist, I'm curious about the benefits of the "Hugs!" pose versus the usual "relaxed T" pose that most people use - its obvious that the elbows are crunched a bit in this version - is this to reduce interior stretching on the elbow for a character that is usually holding something with two hands, or is this actually better for a general purpose character?
i was looking at the 3point studios characters when i started this model and tought i would try the same thing, this is only my second finished 'nextgen ' character so i really try to see what others are doing .
I don't know what the benefits of this pose could be except for maybe already having the wrinckles for the bend arms and since it's for a fps you will usually only see them bend anyway
but i think i'll stick to a T pose the next time.
sorry i can't give you a clear answer on this one
ravensalyer: looks good, but in that pose its hard to tell just how low his arms hang down, as it is now it looks like his hands would hang around the knees
Hey folks. I kinda botched my first post on here, wasn't sure how to post images. All's good now though.
Here was a WIP mine environment I used as normal map practice. I didn't know what they were or how they worked before now (Yeah I'm a total newb--but looking to improve of course!) The maps could have been much smaller, and I'm not really feeling some of those rocks..
Anywho, the whole thing weighs in at 1600tris in its current state.
dado - Sure man, hit me up whenever, my aim name is impostenator. Wood block painting is really cool, I have a friend who does that almost exclusively. I just put up a new painting gallery at www.facenozzle.com (ignore the background colors... I did the site design during some kind of horrible make-things-as-ugly-as-possible black out)
Been working on that same model for a few weeks now, and made some radical changes. I'd make a thread, but the replies I'd get would be that she's a man with breasts. I know you, Polycount :poly117: .
Oh man, I hope you have a crap load of fun working in cascade for this one Turpedo, and especially for those really cool stylized effects, should be a blast!
Thanks Jason, I might have to bother you for some cascade help :P.
I strayed a little bit away from the shapes I had going in my concept, but here is the highpoly.
Wires...Could do some optimizing, just still learning what a normalmap can and can't. Things that bother me are the wheel, bit to low poly and I might add some polies for the front and rear window. Most of my cylinders are 8 sides, so that could have been optimized. I always find it hard to know a good polycount and texture size (now it's 2048, too high?)?
(Shader Laurens Corijn)
MaD: Cylinders hold up pretty well under lower polygon counts, and you can always save shit-tons of tris on them. I usually make mine 5-sided, which is the lowest really cylindrical equivalent, and optimise to 3-sided if need be.
edit: also, collapsing the inside of a bend usually doesn't make much of a different to the profile.
Now that I'm talking about optimising anyway, might as well tell you how I'd do things on your trailer.
First off, as ZacD says, the loops on the flat side of the tire are wasted, and you could use those to round our the tires. Where I'd spend them instead is on the cloth, especially the loose, hanging bit. That'll be right in the players face. Also, you could collapse some rings on the top side of the tires and spend that to round out the bottom, seeing as you'll rarely see the outline of the tops, and even if you crouch and look at them, that profile is against a dark texture, whereas the bottom will be contrasting against the ground, which I imagine might be a lighter sand or grass.
Also, the rings on the gas canisters seem awfully wastefull. The middle ones, are those to bump out a small ring? And on the chimney, is that a small bevel I see? Given its position, you could get rid of that, maybe even that flat piece alltogether and just bake that onto the main body of the trailer.
Now that we're talking about that chimney, does anyone actually know how to get your normal to bake properly on pipes like that in max? It always skews like that for me, and it's annoying as fuck.
Dont go around cutting away too much,
If games can handle 2x the polycount as a few years back, i would not hold myself on the polycount acceptable of that time. Better to spend a 300 more and keep your shapes in tact then trying to optimise it down too far and destroy your piece. Specialy for portfolios its a better piece over a handfull of tri's.
For the cylinders though, try to keep the size of the object in mind,
You can always do a cool test and put all types of cylinders next to eachother, different sizes, from 5 to 12 sides, and see what they do, that way it will be easier to pick the one you need.
zwebbie - did a quick paintover for the body hope you don't mind
Quite the opposite, I appreciate that you took the time to help me out! While I think you took the slimming down way too far, you've got a point and I made adjustments; expect a thread one of these days.
Messing around with Maya 2011, so happy they added the Mental Ray option to render the smooth preview... makes life so much easier, although Max was doing it right years ago
Haven't seen any first person animations posted around here so i guess i'll noob it up with something im working on for Counter-Strike Source, good to show my skills too i suppose.
there are lots of inaccuracies but i'll point out the one which is most important cause itll be right in your face in FPV:
the area where the stock joins the reciever. The stock should be flush with the reciever and it usually is seated in the reciever via a trunnion, which has a brace bolted to the stock (which there is usually a cutout for in the top of the stock. IF you google for the trunnion youll find pics but make sure you get the one with only a single sided brace. They stopped making the double sided ones after the AKM.
surprisingly, the dustcover shape isnt too bad. Everyone manages to fuck that up
Replies
thanks, its based mostly off the 103, I heard also they use tape, but the clips look cooler at least for display purposes. Theres so many variations and almost all of them are customizable, allowing for some flexibility. I'll centre the clips more tho and I'll fix the muzzle, it isnt looking right/finished to me now that I look at it
and the 4645 tri lowpoly model
As a non-character artist, I'm curious about the benefits of the "Hugs!" pose versus the usual "relaxed T" pose that most people use - its obvious that the elbows are crunched a bit in this version - is this to reduce interior stretching on the elbow for a character that is usually holding something with two hands, or is this actually better for a general purpose character?
I don't know what the benefits of this pose could be except for maybe already having the wrinckles for the bend arms and since it's for a fps you will usually only see them bend anyway
but i think i'll stick to a T pose the next time.
sorry i can't give you a clear answer on this one
Hey folks. I kinda botched my first post on here, wasn't sure how to post images. All's good now though.
Here was a WIP mine environment I used as normal map practice. I didn't know what they were or how they worked before now (Yeah I'm a total newb--but looking to improve of course!) The maps could have been much smaller, and I'm not really feeling some of those rocks..
Anywho, the whole thing weighs in at 1600tris in its current state.
login is required to see video
http://area.autodesk.com/tutorials/making_of_riot_police_chapter_1_basemesh_review
http://area.autodesk.com/
more chapters to follow soon
Concept art Drawn/painted by me.
Anyone knows how to make an image smaller <.<
I tried photobucket, didnt work T.T
But anyways here they are.
What you guys think.
This is meant to be a low poly char. Limit around 2000-2500 polys for the whole body so .
working on a glock19 right now, just the handle and the mag left to do
dado - Sure man, hit me up whenever, my aim name is impostenator. Wood block painting is really cool, I have a friend who does that almost exclusively. I just put up a new painting gallery at www.facenozzle.com (ignore the background colors... I did the site design during some kind of horrible make-things-as-ugly-as-possible black out)
Thanks Jason, I might have to bother you for some cascade help :P.
I strayed a little bit away from the shapes I had going in my concept, but here is the highpoly.
gif might take a few secs to load
This is awesome, very nice and clean bake! Mind showing some wires?
(Shader Laurens Corijn)
edit: also, collapsing the inside of a bend usually doesn't make much of a different to the profile.
Now that I'm talking about optimising anyway, might as well tell you how I'd do things on your trailer.
First off, as ZacD says, the loops on the flat side of the tire are wasted, and you could use those to round our the tires. Where I'd spend them instead is on the cloth, especially the loose, hanging bit. That'll be right in the players face. Also, you could collapse some rings on the top side of the tires and spend that to round out the bottom, seeing as you'll rarely see the outline of the tops, and even if you crouch and look at them, that profile is against a dark texture, whereas the bottom will be contrasting against the ground, which I imagine might be a lighter sand or grass.
Also, the rings on the gas canisters seem awfully wastefull. The middle ones, are those to bump out a small ring? And on the chimney, is that a small bevel I see? Given its position, you could get rid of that, maybe even that flat piece alltogether and just bake that onto the main body of the trailer.
Now that we're talking about that chimney, does anyone actually know how to get your normal to bake properly on pipes like that in max? It always skews like that for me, and it's annoying as fuck.
If games can handle 2x the polycount as a few years back, i would not hold myself on the polycount acceptable of that time. Better to spend a 300 more and keep your shapes in tact then trying to optimise it down too far and destroy your piece. Specialy for portfolios its a better piece over a handfull of tri's.
For the cylinders though, try to keep the size of the object in mind,
You can always do a cool test and put all types of cylinders next to eachother, different sizes, from 5 to 12 sides, and see what they do, that way it will be easier to pick the one you need.
he´ll get some hardware like a spiked fridge door shield and crow bar claws
@dkk
had the same idea also, but with a texas or souther states flag
Ravenslayer - That's repulsive but I want to see more
Van Gogh's sister!
nice render Ravenslayer
[ame]http://www.youtube.com/watch?v=WK8_QObmL5Q[/ame]
Whats the polycount sitting at now?
Rig is biped;
http://mrbrightside.thanez.net/Animations/Counter-Strike/P90/reloadprev.wmv
Sounds are not final too, just to make the video more interesting
reference: http://dl.dropbox.com/u/2529964/level_sensor.jpg
there are lots of inaccuracies but i'll point out the one which is most important cause itll be right in your face in FPV:
the area where the stock joins the reciever. The stock should be flush with the reciever and it usually is seated in the reciever via a trunnion, which has a brace bolted to the stock (which there is usually a cutout for in the top of the stock. IF you google for the trunnion youll find pics but make sure you get the one with only a single sided brace. They stopped making the double sided ones after the AKM.
surprisingly, the dustcover shape isnt too bad. Everyone manages to fuck that up