@Cactus
You don't need nearly that many cuts for the glass. That aside though, it looks nice. Have you considered throwing it into the team fortress thread?
dam good point, i forget sometimes that the verts dont always have to be merged. but yeah good point it does seem pretty TF2 like. ill be sure to make a "Hat" with these in the future.
Bit of a current WIP of mine, any crap that looks like it could use tweaking / changing point it out because i'm going blind on this thing now, prob some obvious things i'm missing.
[IMG][/img]
try not to fall into the trap of thinking modern guns are "boxy" or easy to model, here's some ideas...
Pistols are all about back-end detail as kimono pointed out. You'll never find something that looks mechanically the same as what you have there - the hammer couldn't operate and seeing pistols modelled like that looks rushed or ill-thought out
Give yourself some chunky details not only for visual interest but more believability. Even to someone with zero firearms knowledge a more visible mechanism will seem more plausible.
Also your slide grooves are enormous and way too deep - theyre usually machined on relatively lightly to interfere as little as possible - remember their only function is to provide grip
The rear sights would in reality be really thin the way you've modelled them and probably be dinged up real easy, usually for pistols they just have plastic molded sights, quite thick for durability. Shrouded sights like that are usually only for adjustable ones, but even still, chunky plastic adjustable sights are not unheard of, so you could go that angle for some extra detail if you wanted it.
The left side looks totally bland, most every pistol puts safety, ejection and slide release levers there for easy thumb access.
I know this paintover is looking a bit MK23, but the shape of your slide kind of dictates that. The only way to make it look less MK23ish would be to simplify it grossly (as you have) or overcomplicate it (which in the case of a concept weapon isn't always a bad thing
Aside from being way too high poly with too many cuts, you really do have some issues with unwrapping and filling texture space. Remember you can use 1:1, 1:2, 1:4, 1:8 etc etc sizes for textures. In this case wouldn't a rectangle texture make more sense? Also, you could mirror the glasses right down the middle and nobody would ever know. The general rule with unwrapping is you are trying to use as much space as possible on the texture without having too much blank unused waste. Sometimes its just not possible to fill it all, but take another look at yours.
just got to fix some lighting issues, change the spec on some of the textures and figure out how to keep udk from blurring my textures as allot of the detail dissapears when i move away from the building.
cheers for the crit on the gun and yer harry like i mentioned it was a wip so still had a lot of those small but important details missing, i'll probably end up starting a wip thread for it to get the good feedback (it is modeled off a concept Kimono)
nice start josh
i'd say also work a bit more on the eyelids, it seems like the profile is pretty off, looks almost like you just painted a claystroke one the eye socket instead of building up a real eyelid
looking at the stage of the model, i'd say it is just an indicator stroke, use em alot to get a quick idea of where things are going. So it is not really worked out yet, give em some time
whys the sculpt look so scratchy and blurry scuds? its a great sculpt but the presentation isnt helping it, are you doubling the size of the canvas for AA before taking screens?
Psibat. All dark haired men with that kind beard and massive glasses reminds freeman to you too? Please Let Me Be Right, cuz I don't whanna be alone here :]
Still working on my futuro-girl, I'm having trouble to find a face that is not "perfect" (in the sense, "mode perfect", i'm not that good), but still peppy.
Some crap I did over the weekend, might take it further who knows:
I dont know how to say it without sounding rude, so I'll just say it. I think this is the worst work I've seen from you Mr. Singh. Not the usual excellence we've come to expect from you sir!
The sunken cheeks make him look like lumpy Gordon Freeman...on heroin. I can tell you're going for a stylized rendition but it just seems a little sloppy and thrown together.
Facemakr v1.2 should be in the app store in a few days, just waiting for approval. You can now save and re-edit creations. Buttons have been re-jiggled, after realising they were too close together.
Ged, Izmojuki Industrial Divinities, by Junji Okubo, lots of great designs in it. http://www.izmojuki.com/
The book is one of my treasures, I wish I had him sign it when he came to the office once. The designs in it are so far removed from the relatively tame game work he does now, this is probably to do with less creative freedom in Japanese companies.
Okubo Junji
Credits: Gundam: For the Barrel, Steel Battalion (video game), Appleseed: Ex Machina, Infinite Line (video game)
A relatively new mecha designer that has approached the task with an almost revolutionary zeal. Starting out on the brilliant Gundam re-make "For The Barrel" he later worked on numerous games such as Capcoms "Steel Battalion". His designs are forcibly realistic and have a unique aesthetic when compared to other more contemporary designers. Hes also one of the first designers to identify elements of "keren" in Japanese mecha design. Recently he worked on the new Appleseed few, Ex Machina, designing many of the weapons and on the upcoming Nintendo DS game, Infinite Line, creating the numerous spaceship designs.
Famous Designs: Gunboy Wilbur (For The Barrel), Decider (Steel Battalion)
Psibat. All dark haired men with that kind beard and massive glasses reminds freeman to you too? Please Let Me Be Right, cuz I don't whanna be alone here :]
Replies
dam good point, i forget sometimes that the verts dont always have to be merged. but yeah good point it does seem pretty TF2 like. ill be sure to make a "Hat" with these in the future.
also big WIP
try not to fall into the trap of thinking modern guns are "boxy" or easy to model, here's some ideas...
Pistols are all about back-end detail as kimono pointed out. You'll never find something that looks mechanically the same as what you have there - the hammer couldn't operate and seeing pistols modelled like that looks rushed or ill-thought out
Give yourself some chunky details not only for visual interest but more believability. Even to someone with zero firearms knowledge a more visible mechanism will seem more plausible.
Also your slide grooves are enormous and way too deep - theyre usually machined on relatively lightly to interfere as little as possible - remember their only function is to provide grip
The rear sights would in reality be really thin the way you've modelled them and probably be dinged up real easy, usually for pistols they just have plastic molded sights, quite thick for durability. Shrouded sights like that are usually only for adjustable ones, but even still, chunky plastic adjustable sights are not unheard of, so you could go that angle for some extra detail if you wanted it.
The left side looks totally bland, most every pistol puts safety, ejection and slide release levers there for easy thumb access.
I know this paintover is looking a bit MK23, but the shape of your slide kind of dictates that. The only way to make it look less MK23ish would be to simplify it grossly (as you have) or overcomplicate it (which in the case of a concept weapon isn't always a bad thing
This isn't a terrible piece but you really do need to look at your scales again. This AT-AT is a dwarf
Aside from being way too high poly with too many cuts, you really do have some issues with unwrapping and filling texture space. Remember you can use 1:1, 1:2, 1:4, 1:8 etc etc sizes for textures. In this case wouldn't a rectangle texture make more sense? Also, you could mirror the glasses right down the middle and nobody would ever know. The general rule with unwrapping is you are trying to use as much space as possible on the texture without having too much blank unused waste. Sometimes its just not possible to fill it all, but take another look at yours.
light looks great :poly121:
lunchtime doodle...
hungry iz nao...
the light beam/cone will smash the barrels silhouette agains the wall/object where the gun is pointin at, making it useless to an extend
Rumkugel, Ich bin nicht sicher was Sie bedeuten, Klicken
i'd say also work a bit more on the eyelids, it seems like the profile is pretty off, looks almost like you just painted a claystroke one the eye socket instead of building up a real eyelid
-resized above-
Almost done, not gonna spend too long on it.
diff views:
Haha, that really looks like this Danish Actor:
that's awesome
looks like a better looking Adam Savage to me. lol.
(Hopefully most of you guys have seen the commercials)
I dont know how to say it without sounding rude, so I'll just say it. I think this is the worst work I've seen from you Mr. Singh. Not the usual excellence we've come to expect from you sir!
The sunken cheeks make him look like lumpy Gordon Freeman...on heroin. I can tell you're going for a stylized rendition but it just seems a little sloppy and thrown together.
a little 3d mockup-photoshop-painter combo action.
The book is one of my treasures, I wish I had him sign it when he came to the office once. The designs in it are so far removed from the relatively tame game work he does now, this is probably to do with less creative freedom in Japanese companies.
(below quoted from http://www.gearsonline.net/designers/ )
Okubo Junji
Credits: Gundam: For the Barrel, Steel Battalion (video game), Appleseed: Ex Machina, Infinite Line (video game)
A relatively new mecha designer that has approached the task with an almost revolutionary zeal. Starting out on the brilliant Gundam re-make "For The Barrel" he later worked on numerous games such as Capcoms "Steel Battalion". His designs are forcibly realistic and have a unique aesthetic when compared to other more contemporary designers. Hes also one of the first designers to identify elements of "keren" in Japanese mecha design. Recently he worked on the new Appleseed few, Ex Machina, designing many of the weapons and on the upcoming Nintendo DS game, Infinite Line, creating the numerous spaceship designs.
Famous Designs: Gunboy Wilbur (For The Barrel), Decider (Steel Battalion)
(works on iPod touch too!)
Nice pic by the way, where is it going? I swear you are just revealing a whole fantasy steam punk city to us over the years, piece by piece
Predator
@JFletcher can post wireframe for backpack
great work!... i like the untextured version more...can you please share the technic for making such beautiful bark?
What's this 'keren' they speak of?