| =728; =90; ?> | ||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1781 (permalink) | |
|
New Member
![]() 52
- 5
|
Quote:
. How large is the texture size? For a great references for the skin, look at disasters skin.http://i266.photobucket.com/albums/i...216/ar-new.jpg For some basic metal, check this link: HOME Keep working on it. Also, who unwrapped it? I didn't know you could unwrap, lol. Edit: Your scratches are majorly off, lol. |
|
|
|
|
|
|
#1783 (permalink) |
|
New Member
![]() 25
- 4
|
A reload animation i did with a glock modeled by a guy named legionaire. The first person rig is from cod4.
![]() Criticism and commnets requested. Edit: this is meant to be a take on team fortress 2's scout pistol reload animation. Not meant to have any realism, I'm just trying to expand my style. The gif runs a little too fast on firefox, and a little too slow on chrome and IE. I havent tried it on anything else. Last edited by ICEE; 26-07-2009 at 02:01 AM. |
|
|
|
|
|
#1785 (permalink) |
|
New Member
![]() 48
- 3
|
Hey guys, this is my first post. Been modelling for about 6 months all together, been in uni learning soft body modeling a bit (3 hours of tutorials so far?) so im pretty much teaching myself now.
This is just a dock im worrking on, not really gotten around to texturing yet, still really rough on how to go about UV mapping so im still in the early stages. Regardless; let me know what you think. ![]() |
|
|
|
|
|
#1786 (permalink) |
|
Frequenter
![]() 142
- 63
|
hi icee, your reloading sequence look innovative but also a bit fragile. everytime he throws the gun around, i am like "oh no he will drop the gun".
i would better go for something more traditional instead! a standard "weapon in hand" reload. I'm sure you can get some innovation also in that type of animation! anyway, i also got something to show off... i'm currently working on stones again...here is one... this is a weird stone, half of sediments and half of sandstone ![]() but on the other hand its reuse value is high. ![]() |
|
|
|
|
|
#1787 (permalink) |
|
Senior Member
|
Apologies in advance for the lack of depth in these quick comments. Take them for that they are :P
isilme - Lovely. Even if it doesn't work in a practical way, it's interesting enough to look at ![]() redmond - Looking cool so far, dude. The saturated colour of that normal map (if it's a normal map) makes it hard to see the dark, less-saturaed bits of the diffuse, but from what I can see you're making solid progress. onotix - Not bad at all for a first bash. You're really lacking some texture and I think your scratches are overdone a bit, but it's a good sign that you're thinking about these things. A lot better than my first effort ![]() ICEE - Nice play speed. Reminds me of the scout's pistol reload anim from TF2, which is cool. Looks like the back of the pistol intersects the inner part of the thumb when it swings round and the mag eject looks a little funny. Other than that, it's a fine job. jubba - looking good so far, man. It'd be nice to get more interest on the barrel, if possible. I know you're not finished, but it looks a bit boring up the front. The back's grabbing all the focus which, come to think of it, might not make any difference if it's gonna be seen in the first person view :P Haiiro - Love it so far, but I have to ask about the tri-count on this. Looks like it might be a bit too costly. Otherwise, I like it ![]() aphexx - I think you've got the forms and the actual stone/rock patterns down really well here. I'd love to see some sharpness in the textures though. Other than that, rock on! ![]() Keep it up, you lot. Some really cool work on this page. More please!
__________________
Glynn Smith (Portfolio) |
|
|
|
| The Following User Says Thank You to glynnsmith For This Useful Post: |
|
|
#1788 (permalink) |
|
New Member
![]() 48
- 3
|
glynnsmith - thank you
yeah it's still a work in progress, the actual dock is 8200 Tri's and the rest is another 10000 (18-20k in all), its quite high to any other model i've done but saying this i've no idea what the Tri limit would be to something like this, i've always worked with Props with a certain amount of Tri's but an actual scene is something i don't know anything about. Does anyone know what Tri count i should be aiming for in a small scene like this? |
|
|
|
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |