Hey dude, nice work, I can get real nitpicky for you if you want; -The part where the stock meets the upper receiver is a bit wonky, the profile of the stock should follow the receivers' lines much better. Also the transition of the bulge into the rest of the stock isn't completely accurate, it's too sharp. The bulge also…
Hey guys, here is some progress on my high poly. Just seen the last 3 crits on this thread now, so I haven't taken those into account yet - but wanted to show what I have so far nevertheless. Critique and comments welcome! (oh, some parts look like they have a seam down the middle - I did that for mirroring purposes and…
Try to pull a bit more from real life reference. If you tend to stick more to other conceptual pieces, you'll generally be grounded by the same drawbacks that fall upon them. Go for less decoration and more for form with function. If there's insets, think about why they are there. Paneling/raised platform/utility junction/…
You seem to have the bicep and forearm bulges as low-lying, flat cutouts rather than larger masses on top of the boxy underlying structure. You also don't seem to be beveling a lot of this. The U-shaped segment holding the knee seems to be thinner from the front than the concept as well The fists seem longer than they are…
Well the problem is thats not really how you tile textures at all. Sure you "can" do that but for things tiling textures in the 0 to 1 is not something you do at all. Then again it depends on what type of texture blending you use be it vertex or blend maps. The reason for this is each asset requires a different tiling rate…
hey, I spent ages trying to get it right and no doubt it is a bit of a bodged way but ya know, it worked :) the low poly cage will no doubt give me a whole new set of problems when I come to make that :/ anyway, I started off with a 36 sided cylinder. I then made a 9 sided cylinder for the cartridge holes and rotated it…
Bek: My main reason for not mirroring the sides was for the different AO from the thumb safety and the slide catch. Now that I think about it, it's probably better to save on texture space rather than have barely noticeable AO in that area. What do you think? I'm not using a gloss map. The 2047^2 must be an error in the…
hey mop I did some more digging but it would really be nice is the listener and macro recorder just freaking called everything would make this easy... checks mouse buttons: shiftKey Boolean true if SHIFT key was down. ctrlKey Boolean true if CTRL key was down. altKey Boolean true if ALT key was down. lButton Boolean true…
I'm glad I am doing it justice so far, and yeh I guess I was seeing things when I put the groove at the angle change, I think it willread better without the groove. As for the seams, I guess I'm a masochist and decided to model them all into the model rather than using floaters, to challenge myself.* I blocked the form of…
Pinched, as in too sharp? There's an edgesplit modifier still there, I should remove that to soften up those edges a bit. If that's what you meant anyway. And yeah, the bumps. :( It's pretty difficult, I feel I could spend hours just trying to smooth it out. I wonder how people usually handle this (curved surfaces with…