This has the potential to look really awesome, but as others have said I'd spend some time studying other guns and thinking about the practicality a bit more. I think the bolt handle should be thicker and I personally don't like the indented knurling on the front.
The two I posted are not realtime shaders, my programming skills are practically 0% so atm there's no way for me to create them.. but any shaders are cool, it would be nice to see what you guys use and or find useful so we can swap and learn.
I'm getting crazy trying to rig the shoulder piece. It either becomes a slimy blob or it starts clipping like crazy. Does anyone have some tips / best practice to share? I also don't like Blender weight painting tools at all :( Thanks!
Wow it has been forever since my last update, busy with school. Anyways here is what I have so far ... I actually have no practice sculpting so I modeled a muscles by hand gonna refine the detail with some sculpting (hopefully)
Its going to take a lot of experience to be able to simply start from high poly. Just keep practicing and you'll get there eventually. But i can vouch for BagelHero, teriyaki, and panda, they always provide excellent critiques, and are willing to help you if you let them.
The nose shouldnt be as visible and fat as you made it...you are going the right direction, you just need to practice some more. :) NOTE: Please post that in to 2d and 3d pimp and previews. Or create a sketchbook under sketchbook section to post this, and also to show your progress.
I'd say it's still a bit on the boring side. If you're gonna try to loosen him up and make it more interesting, I say go all the way. Even if it goes full cartoony, it'll be good practice and you can always scale it back from there.
Hey, turned out pretty nice! Although I still think the warm, bronze highlights on the wood look a little off, the metal turned out great, and the chest looks a lot better with the seam and hinges now haha. Onward with more texture practice! xD
Some people like it, some don't. It's up to you to decide because it's very different from Western studios. The practices of some studios is downright atrocious and overall anaemic to the game development community, but it's the work culture here in Japan. You don't know until you're in it.
Have to do it orthogonally. Which is good practice anyway. Gives you a better understanding of contour and form. You can select vertices in 3D mode, but you still have to model orthogonally......you still model orthogonally in Lightwave, don't you?....I'm asking.