Don't bother animating the firing pins. They spring back into the receiver after firing. The player would never see them. You could animate the shell extractor ( see blue on pic below. Ignore the arrows, they where already in the pic. ) As the barrel is tilted down the shell extractor springs up and ejects the spent…
qm echasud: crazy truck, but i don't know is this a real machine? i have no knowledge about trucks etc, but i looks a little like lego technics to me as everything is so big and fat that it almost feels like a toy, at least to me, but i only know trucks from over the top, you know that cheesy sly stallone movie :D ok here…
playing around more with the "faux realtime radiosity" - this time with colour contribution. some details: - uses pre-baked custom data to gather a vague idea of contributing indirect light from a set radius. This is in static geometry to create a dodgey hack that approximates a faux realtime radiosity - dynamic light…
Jackwhat: me likes the face alot.. has something popart with the holo-green ;) renderhjs: i´m wondering how this might look like in the 3/4 view ;) while testing shaders and working on the low and another highpoly environment i´ve decided to make something more funny.. nostalgic ingame mockup infact this is the low-lowpoly…
Did a quick concept for the new scene i am going to try and do in about 4 days ;o! .. i designed it with a pattern system in mind so it is alot quicker to make... i was working on this other scene but i wasnt thinking about it in a smart way and if i continued making it, i wouldnt of finished it for a month :( also the…
aesir - Haha, that's coming later. I'm trying to nail down a few things before he gets posed. I'm in 100% agreement with your thoughts and already have things planned. Scoobypubes - That's an interesting idea. I like it much more than the previously suggested 'black & yellow caution stripes' :poly132: I doubt I'll go with…
yes the explosion animation is being approached wrong if this is to be a game model. Traditional ways to do this in a game is : 1 : Normal mesh is triggered 2 : Very flashy particle effect is used to represent the explosion and 'bits' 3 : While obscured by the explosion effect, the model is swapped for a "post-explosion"…
WhiteEagle: nice 1! Mauricio Cunha: there´s no real shading in your textures. shadows, spec, color variation, all this is missing. especially if your have unique uv´s ParoXum: looks cool i feel ashamed to spam you again but hey.. there´s something new going on in there :poly121: ## screenshot from max ( max2008 ) with…
we've been talking about crono trigger at my office for the last 3 days and saw your concept art you did a few days ago....do justice to this piece please :) I suggest a few things when baking out Perhaps a shader similar to TF2/ SFV This will really make your characters diffuse pop nicely , definitely bright ambient…
..just want to say hello to everybody, I'm new on this forum and this is my 1st post wow there are awesome and inspiring works all over :poly115: I hope someday I can output some realtime AAA quality too :) I'm self-taught artist, doing 3D stuff for 3 years now I'm mainly focused on prerendered archvizs, but hey realtime…