His rendering/materials, and the position perhaps?
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His rendering/materials, and the position perhaps?
Ross is right. If you were to try and fire a .50 caliber rifle like that, not only would your shoulder be so bruised you might break the skin open, you would be knocked flat on your ass. Armor aside, he should be leaning forward and the rifle needs to make contact with his shoulder otherwise it just looks natural and retarded.
Unnatural, you mean, and it's actually 14.5mm so that'd be even worse :p
DEE, its ok for the rifle to clip his shoulder a little bit for the sake of realism in the pose. as long as its not incredibly obvious no one will notice.
I have no idea how someone could see through that ugly fucking helmet anyway.
How couldn't you? the visor is big enough for a fucking shark tank. A little offtopic, but how does that make the helmet equally as protective as the helmets that are actually made of metal?
oh, yes. I don't think a single helmet in the game would really allow you to get close to the scope. Maybe thats why you can zoom in 5x when you don't have a scoped weapon and only 2x when you do. sniper excluded
I always just figured that the zoom was displayed in the hud, and not from actually looking through the scope... I thought the scope was only there for the marines. :eyesroll:
Not saying that that's the case, just what I always thought.
Right you are, smart-linked it is.
Switching up the topic a bit, here's some pictures of stuff I've made for Entropy. Yes, I can see some errors, and these models are not going in game, I'll make lower poly versions to go in game. These are mostly for look. But let me know what you guys think.
*Pics from Entropy page on ModDB*
http://img209.imageshack.us/img209/9254/mairsx6.pnghttp://img291.imageshack.us/img291/4916/rhinoau1.pnghttp://img372.imageshack.us/img372/6470/rhinoml1.png
The gun almost looks like it should be made by NERF... The tank(?) looks pretty dope, though.
The gun seems a little short to me. Like if you had your left hand on the front grip, and your right hand at the trigger, your arms would be in a very uncomfortable position.
Guess what gun I'm making and you get an amazing 2 points of rep
http://www.majhost.com/gallery/renta...ry_cheater.jpg
Browning M1903
Very similar, but no.
well it sure as hell ain't a Colt 1911
This one?
Did I guess right?
I am on to you. Nice try cheater.
Thought you were slick huh? :haw:
You muhmuhmuhmuhmuhmake me happy :haw:
Its a Pistol! Did I get it right?
makarov hurrr
Lol no makarov here, try again. I'll give you a hint, it's Soviet, it's name ends in V , and the polish version doesn't have the scalloped serrations on the slide.
E- I suck at renders >_<
http://www.majhost.com/gallery/renta...me_cheater.jpg
shit not makarov i meant tokarev i always confuse those two >_<
stupid fuckin russians and their gay names
That magazine looks pretty awkward. Check your refs.
Woo, TT-33.
Could use some better renders, though :F
Well, after 3 days of work and planning, its almost done. It has eight moving parts, and all that I need to add is the ammo belt and stand. This thing will never go ingame, as I suck at building up models, so my wireframe is horrible and has a shitload of wasted polies, its over 4000 tris.
http://i305.photobucket.com/albums/n...inalrender.jpg
i suppose using that model as a concept, someone else could replicate that model in a gamecompile and poly friendly way.
looks nice just looks like it could do with some smoothing and sight with the extrusions looks a tad ugly.
Needs more smoothing and it would look at lot better.
Yes, no smoothing has been apllied yet, and for the scope it just seemed bland, and I didnt know what detail I could really put on it, so I just did that.
sometimes too many cooks spoil a broth.
i think it'd look nice with a slight gradient change on it mb? so it cones towards the middle.
Like a sniper scope? This scope isnt for veiwing straight from the eye, though you can, the monitor hooked inbetween the handles lets you see out of those scopes, the smaller one being infared, also has a panel for various commands. This also allows compatibility for mounting on apcs, with the pasenger controlling it through remote control inside of apc, using the monitor to see through the scopes and properly aim. Your probably wondering why else I did this, the gun has a large recoil, and the shells eject out of the back, so your positioned beside the gun, so the monitor and scope help you aim better with the scope being closer to the middle. Also keeps you form straining oyur back leaning over the equipment to look at the scope.
Fractals are awesome. How did you make that?
I started writing something in Javascript to dynamically draw fractals on a web page until the end of time, but I got bored and never finished.
Apophysis. Sierpinski and Julian and added a little spherical before I rendered.
Sights seem a tad off to me.
Grip area seems very plain, or it could be the gun without a texture.
So it is a plain gun. Nice model then.
Oh, and don't put the safety on, whatever you do. TT-33s don't have a safety, but they have to have one added to be imported to the US (also hence the the stampings on the slide, which aren't Russian by any stretch of the imagination). One of the reasons the TT was so reliable was that it lacked a safety catch.
Too bad my model is gonna stay that whitish color. If only I could get it skinned somehow. :rolleyes:
I could give it a shot, actually.
More practice I get the better.
Excellent. Since you're rather weapons savvy it should come out accurate to the real thing too. I'll UVW it tomorrow.
Too bad I'm still pretty terrible at skinning. :F
It was a trap :shake:
Ok to refresh your memory, that is a laav turret that will be on a fixed stand. I have also made another one, which is stripped down to be lighter and is a mobile one for carrying.
http://i305.photobucket.com/albums/n...ains1/aa-1.jpg
Because of it having a wide, short barrel and not a long straight out one,the bullet tends to bounce around before actually coming out, making the shell break and scatter, could flip large vehicles at point blank but further out it could only flip light vehicles such as mongooses and ghosts, and cause instability in warthogs. Think of it as a shotugn on steroids.Also, it has one special advantage, if you press ctrl, when you crouch you zoom in with the sights located in the center front of the gun, letting your acuracy increase by 2x, but the downside is that you cannot move, only rotate, making you easy pickings for snipers, and other infantry.
I see no rules against posting music....
http://soundclick.com/share?songid=6828181 [/shamelesspromotion] again
Oh hey, sounds great! +Rep.
Nice sound before going to sleep eh? :-3
Another valiant attempt by me.
spoilerd for gifiness
animation seems a little slower in the gif than it is in max.
E: im aware that the fuse clips the tank a little bit. I fixed it but i dont feel like re-rendering, turning it into a gif again and re-uploading.
EE: +rep if you can guess the map team this is for
1. His motions look far too effortless and smooth. Particularly when he removes and replaces the fuel tank. Make the motions "snap" a bit.
2. Barring that he's some cybernetic freak, the way he holds the the weapon from the point where the removes the fuel tank to when he replaces it looks really awkward, as the distribution of the weight of the weapon is extremely unbalanced.
3. The finger positioning really makes my eyes bleed, but since you are using the h1 rig, which has terrible fingers, I'll let you slide on that one.
4. There are some points in the animation where the weapon just basically "floats", making it look unnatural.
Needs more slide grooves on the tt33
thanks for the criticism. I'll keep these things in mind when i go back over it. Some of the finger positioning problems are due to the fact that this thing is practically impossible to hold. none of the objects are really ergonomically designed except for the handles themselves.
The way he holds the gun with one hand looks weird. And Sigma1337.
Viewport configuration -> safe frames -> "show safe frames in active view"
Use the blue box as reference. It wont show up in renders, but it's useful for setting up/tweaking origins.
thanks
it might be just me, but the way the left arm is positioned just doesn't look right. Feels like it's too far to the left.
No it isn't just you. the origin was really hard to set up without looking odd. it looks a little bit more awkward in the render than it will in game because of the increased FOV. in game it wont be visible past the elbow
Good, because I was thinking the same thing. Also, if you can, keep the reloading and stuff down low on the screen because I hate animations that obstruct your view of the game.
yeah I significantly lowered the weapon in all the frames aside from origin for that very reason. now you cant see the tube hanging as much <:(> but no great loss I guess. It shouldn't obstruct view too much now. Creating a unique melee animation for this thing is hard though. If anyone has any ideas...
Just trying to improve on my terrain, there was a lot of analysis through SparkEdit that helped me through it quite a lot but this was one of many that I'm the most proud of. Once I'm happy with it I've got an idea of what I'll add on to it.
So if someone could comment on how it was constructed I'd really appreciate it, I find terrain a bit tough.
Suprisingly looks very nice! Keep up the good work. Seems like a natural formation to me.
http://i266.photobucket.com/albums/i...216/OHAI-1.jpg
Model that I dug up today and worked on a bit.
E: crap, Double post
looks like it needs more refning but nice layout :thumbs up:
Owned by that e.
Worked on my Gordon Freeman biped some more. Ignore the arms and legs. Those are just there for sizing purposes.
http://i164.photobucket.com/albums/u...WithDummy2.jpg
Something seems 'off' about his face. Man, it's too bad I don't have the full version of FaceGen, otherwise I'd import the almost perfect Freeman head I made with it. :(
Yeah, he has a van dyke, not a goatee. More facial hair.
Less Kevin Pereira and more Freeman.
Looks like the Singer from the band "Hot Chip".
http://www.tomoxley.co.uk/photos/gal...29_Oxley_1.jpg
That guy is def cool with his green glasses
Fixed some stuff and added some stuff. It's done now at 3045 triangles.
http://www.majhost.com/gallery/renta...dels/tt332.jpg
that grip looks ugly..., model is ace, im just saying if the origional gun has that grip its deffo ugly.
I've only got his facial hair like that because he has way more beard hair than 'stache. I'm going to texture the 'stache on, and make the beard more 3D. I've also edited his face some, so he looks better now, but not completely Freeman. I think most of that has to do with the fact that he's untextured. I'll try and make it look like him as best I can.
lol im gettin there...
http://i131.photobucket.com/albums/p...g?t=1219705416
Terminal in ratrace? WOOOO....?
ha ha something like that...:secrative smilie:
Not a silencer. The slide is locked back. That's the barrel.
Here's Gordon's face as of now: http://i164.photobucket.com/albums/u...GordonFace.jpg
I finished the legs too.
http://i164.photobucket.com/albums/u...WithDummy3.jpg
I need to re-work the knees and his boots.
I dunno if it's just me, but the legs seem waaaaaaaay out of proportion 0_o
Why does he have a tape beard?
the legs look very stout. midget legs.
He needs more meat on those thighs.
That quote scares me.
It shouldn't
See if this helps:
http://i32.photobucket.com/albums/d1...07_muscles.jpg
As for mee, I stopped machinima, too many flames, harrasment, so what I did was just try other things. I love christmas, so I said "Hey why not make a christmas card."
YouTube - Christmas Card Thing2
too much 'you'. not enough 'christmas'
LOL< well I can always replace that text..wait nvm no I cant lol
small Update:
http://i131.photobucket.com/albums/p...g?t=1219779759
awesome!!!
Looks pretty neat. :P