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Old 24-06-2007, 10:59 AM   #1 (permalink)
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Competition #10 - Flakk

I wanted to do something original, but I just can't design or think of ANYTHING on my own so I gave up that idea. This is a magazine for a grenade launcher ala Quake 4.
It's 1168 at the moment. The bump on the side is for a display to show some glowing text like ammo left or something. It looks very boring and unimaginative so maybe I'll try to make it more interesting. That goes for the whole piece though :/.
Will make a high res mesh for normals when its done.

Any ideas on how to make the whole thing more interesting would be appreciated.


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Old 24-06-2007, 11:13 AM   #2 (permalink)
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a very nice, sharp model.

perhaps you can add a clip at the top to hold it in the weapon (atm it looks like it could drop off easy)
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Old 25-06-2007, 04:22 AM   #3 (permalink)
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1496
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Old 25-06-2007, 06:12 AM   #4 (permalink)
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I feel that the platform is totaly unnecessary. I feel the clip is realistic enough to just lay on the floor like in FEAR, HL2 or Farcry if u will.

Maby you should try making a gun rack instead.
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Last edited by Fleshen; 25-06-2007 at 06:14 AM.
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Old 25-06-2007, 07:36 AM   #5 (permalink)
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Yeah, I know it's a little out of place. I'll try something more "realistic"... like you said, a gunrack ...magrack or something .
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Old 25-06-2007, 10:27 AM   #6 (permalink)
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How about this? Mag dispenser! : D
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Old 25-06-2007, 10:43 AM   #7 (permalink)
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Much better but still a high polycount diferential...
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Old 28-06-2007, 08:55 AM   #8 (permalink)
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I've now learnt that it's hopeless to do the high poly mesh AFTER doing the low poly.
Oh well... Next time.

Weee it glooows xD
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Old 28-06-2007, 09:43 AM   #9 (permalink)
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why is it hopeless? just copy the low poly mesh, bevel/chamfer some edges and subdivide the mesh (add a turbo smooth). Its very easy really.

Mist

edit. its looking cool tho, i like the mag dispencer.
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Old 28-06-2007, 10:04 AM   #10 (permalink)
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Yes, that's what I've done. But subtle errors screw me over. And I get odd borders and stuff... I'm not very experienced with normal mapping or high poly modeling so it might be because of that...
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