I'm guessing you may have already decided on this, but I really liked the red or orange carpets in your concepts rather than the blue. I think I like when you have the upper elements in orange or reddish and mirror that with the carpet below.
Take your focus off the design in the middle and try design the other parts with natural gun elements. Combining the both usually gets very interesting and good results. A lot of people just slap art on the gun and don't think about anything else.
Damn, that's really cool! Some of its elements remind me of the chinese culture. The model is really solid, though i feel it could use more subdivision in some areas. Looking forward for the end result, since i really like engraved weapons.
Would this be for an FPS or Third-person shooter? Could we see a wireframe? After looking it up you seem to have the proportions down but based on my first questions you could use a normal map to replace some elements and help on the tri count.
I'd be careful with a couple of those added elements to the yeti. The face and ears on the left is starting to make it look more like Nunu is riding on top of Mega Gnar's abominable cousin. I really like the broken horns though to help add some asymmetry.
I actually liked Doom 3, and didn't mind the darkness/torch elements, but it was so long I got bored before I even got to Hell! So never saw Hell, never finished it. I would call it a good game though.
I was given the concept by a friend, who challenged me to put my own spin on it. Hence, a little more realism and a few obvious modifications. Some trouble I've run into is getting a consistent look to the bark and balancing the level of detail in the various elements of the model.
I will make a complete scene with a car with an arm hanging out of the trunk briefcase of floor with money everywhere. Some coke packages and excetra. I'm just gonna make like an alley where the deal went horrible wrong with as mutch maffia Elements as possible ^^
I'm changing the material id from element/polygon mode.... And my modifier stack is empty. I found a temporary solution and that is dragging the material from the MSO to the object itself... It doesn't change the objects actual ID, but I don't give a shit at this time.
Thanks for the tips! Glad that you pointed out the size of the lock, definitely gonna have a fiddle with that! And we shall look into the screw thing you pointed out, as we are still unsure of the style but that doesn't sit as an excuse to keep elements that do not go with the model