I think a straight/vertical muzzle would bring it back to looking like an actual gun. Still stylized, but it would make it more pleasing to the eye I believe.
[SKETCHFAB]6b3c444741134d17b6b62f33f9fe1b7e[/SKETCHFAB] I have to figure out what to do from here. There are always vertices that I can move into place. Any feedback would be appreciated.
Hahah, mine was too. But... you get some distortion, it tends to vertically "pinch" a bit in the middle of the rendered map. The distortion amount varies with different torus radii, but it's always there. :\
Excellent work! Have you played around with making the light emitting boulders vertical columns and have those floating rocks orbiting at varying heights of the light column?
Looks cool I like it a lot, my only critique are the bricks on the wall where the car is parked in. In the reference they look bigger, try to scale them more vertically.
gotcha. I thought you were suggesting using this technique with textures meant to tile both horizontally and vertically (without adding cuts), which is why I was confused.
It looks like you're wating a lot of polys on the low poly sphere wheel deally. Surely you don't need the chamfered tesselations around each of the wheels vertices?
woahh bizzare. it'll bet if you just scaled that whole thing vertically, except for the candles, it would not only match the concept more but be a lot more ascetically appealing.