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#12 (permalink) |
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Senior Member
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Be as creative as you want, but keep in mind it's Unreal style (psuedo-realistic science-fiction hybrid). If you make something like an AK-47 or a crossbow, even if it's great, judging will likely overlook it for style.
My suggestion would be, pick a gun you want to do, research how it works, and then give your own creative spin on that while keeping it in the bound of how game's art looks. Lots of game screen shots and source art will be the reference of choice for accurately nailing the style. |
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#13 (permalink) |
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Industry Artist
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Cool topic, maybe i'll enter myself, since i'm a bit bored and doing nothing of late.
About the deleting of unseen polys, after reload and other animations, you can still see some polys you wont see in the idle position. So I think people should keep any reload animation in mind aswell. Or is that something we don't need to take in account for? |
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#17 (permalink) | |
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Game Art Student
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#18 (permalink) |
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Frequenter
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I think il give this a bash... although it will be quite different for me. pretty much every model i have done, apart from a sword for elder scrolls oblivion, has been organic. I have never had to model/skin metal before...
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