Looks pretty cool, kinda boring handles though.
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Looks pretty cool, kinda boring handles though.
oh, it's done? hmmm... idk, somehow it just looks like something is missing... can't put my finger on it... maybe once it's skinned it'll look more finished.
Mmm.... maybe hexagonal structural tubing instead of cubical?
The original was quad, not hex. Interesting suggestion, though.
Tbh, hexagonal would be a waste of polys when it looks fine (and not to mention like the others) the way it is.
fukin ace!
looks amazing man, great model.
interesting.... I don't ike the handle (the one more near the player's body) because it's shaped like a normal rifle's butt of the gun, but... you aren't going to be putting that against your shoulder.
I've been working on the map a bit. Yeah, I know there's gross spots, and that the entire right half of the image hasn't been touched past blocking out the shape.
http://img172.imageshack.us/img172/5707/mapgk2.png
edit: another angle
http://img337.imageshack.us/img337/2807/mapfr0.png
Not looking bad at all. Even though not much that you've created has even had the chance of being poor quality. From the looks of it, you've got some interesting infantry and vehicle interaction being set up. Keep at it!
Also, a quick question to anyone out there: The flat trees and grass found at the edge of maps and underfoot - how many items of that type can I have in a map before it becomes detrimental to framerate? I want to create a medium-sized field (on an infantry-only map) of high grass using these types of items.
well use common sense, place 5000 and itll drop your fps.
also keep in mind the # of polies in those scenery objects.
stuff stacks up REALLY fast.
there's no set number. but the more stuff is visible at one time, the more it hurts. so having 1 big open arena would inherently slow down more than a U-shaped level for example, because it wont draw everything at once. (if you were to place the same # of scenery etc in them)