Nysuatro Posted June 8, 2009 Report Posted June 8, 2009 This is for my exam 3D that I have to submit tomorrow. So every feedback is welcome. Quote
e-freak Posted June 8, 2009 Report Posted June 8, 2009 materials look too clean (plastic) apart i think it works. Quote
PhilipK Posted June 8, 2009 Report Posted June 8, 2009 you could also surface or smart blur the bg a little to make it blend more with the model. Think the model looks nice, could use some more texture work in terms of hue and colors / dirt on the lower parts. Quote
Nysuatro Posted June 8, 2009 Report Posted June 8, 2009 Thanks guys for the replies. Will keep it mind when finishing this piece. Quote
arhurt Posted June 10, 2009 Report Posted June 10, 2009 Starting an odd weapon... don't ask http://i635.photobucket.com/albums/uu75 ... ibault.jpg Supposed to be a constant firing Arquebus with the option to ignite all three barrels at once for extra damage (and a longer reload). I'ts going to be fed by a belt of some sort. Quote
Nauz Posted June 10, 2009 Report Posted June 10, 2009 looks definitely interesting... nice hidden swastika? Quote
arhurt Posted June 11, 2009 Report Posted June 11, 2009 looks definitely interesting... nice hidden swastika? Thanks. I hadn't made the connection to a swastika before, it's fixed now find the penis Here is the progress for today. Making the low-poly is going be a bitch: http://i635.photobucket.com/albums/uu75 ... 04-tri.jpg http://i635.photobucket.com/albums/uu75 ... 6-Trib.jpg The character is just a placeholder It's Lowmax. The thing is so big I'm considering adding wheels to the front http://i635.photobucket.com/albums/uu75 ... 7-Trib.jpg More pics here. Quote
AlexM Posted June 11, 2009 Report Posted June 11, 2009 The mod I'm currently working on had a bigass update showing off our new player models. I specifically worked on getting the #$#@$ing thing working well in the source engine as well as about 40-50 w_models so far (3 LOD's for each weapon we have and we have about 30+ weapons). Model by schmung textures by stealthsilver animations and overall experienced advice giver : oelund It's been really fun learning all the ins and outs of character animation/rigging and the way the source engine handles it but I cant wait to get back to environment stuff. Also if I ever have to do another set of w_models again I'm gonna go nuts Quote
dux Posted June 11, 2009 Report Posted June 11, 2009 looks definitely interesting... nice hidden swastika? Thanks. I hadn't made the connection to a swastika before, it's fixed now find the penis Here is the progress for today. Making the low-poly is going be a bitch: The character is just a placeholder It's Lowmax. The thing is so big I'm considering adding wheels to the front More pics here. Brilliant! Quote
Deathy Posted June 11, 2009 Report Posted June 11, 2009 I thought this was some sort of replacement that you planned for the Heavy (TF2). Looks really cool. Quote
arhurt Posted June 11, 2009 Report Posted June 11, 2009 I thought this was some sort of replacement that you planned for the Heavy (TF2). Looks really cool. Well besides the obvious similarity of the weapon the model I'm using for the character also helps to that. But no I plan to texture it quite realistic and detailed, especially adding some nice ornaments all around engraved in the metal and wood parts. Here are the new pics (I've left them as links as to not clutter the thread). I've enlarged the barrels and moved the handle a bit so it doesn't cover them. Also added the cartidge feeding mechanism. I've also made the backpack quite larger. I'll leave the backpack to be modelled later so all I need right now is the ammo belt and then it's time to start the low-poly! http://i635.photobucket.com/albums/uu75 ... ibault.jpg http://i635.photobucket.com/albums/uu75 ... ibault.jpg I wanted to show more of the weapon's mechanisms in the player view so I've lowered the player's view a bit, it sits just above the player's mouth under his nose so I don't think it's much of a problem. Quote
Pampers Posted June 11, 2009 Report Posted June 11, 2009 i think the playermodels would fit more into the environment if they were a little more dirty, other than that they look nice Quote
Wunderboy Posted June 12, 2009 Report Posted June 12, 2009 The mod I'm currently working on had a bigass update showing off our new player models. I specifically worked on getting the #$#@$ing thing working well in the source engine as well as about 40-50 w_models so far (3 LOD's for each weapon we have and we have about 30+ weapons). It's been really fun learning all the ins and outs of character animation/rigging and the way the source engine handles it but I cant wait to get back to environment stuff. Also if I ever have to do another set of w_models again I'm gonna go nuts I feel you pain. I have to do all the character model + weapon stuff for Ham and Jam and it takes forever to rig everything. Player models look nice although the eyes make them look like they're getting buttsech. Quote
AlexM Posted June 12, 2009 Report Posted June 12, 2009 i think the playermodels would fit more into the environment if they were a little more dirty, other than that they look nice yeah they can definitely use some more dirt, it's a fairly hot topic of debate between the team. I feel you pain. I have to do all the character model + weapon stuff for Ham and Jam and it takes forever to rig everything. Player models look nice although the eyes make them look like they're getting buttsech. hehe yeah, that first pic definitely looks like someone touched the player model in an inappropriate place I also need to fix the phong on those guys heads, it kind of looks like they were dipped in vegetable oil. Quote
the0rthopaedicsurgeon Posted June 13, 2009 Report Posted June 13, 2009 i modified the L4D ambulance for use as an escape vehicle in l4d_yama: Quote
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