http://img36.imageshack.us/img36/217/guncrit.jpg
My two cents. The texture is nice in parts, but I don't think it fits the Halo universe styling.
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http://img36.imageshack.us/img36/217/guncrit.jpg
My two cents. The texture is nice in parts, but I don't think it fits the Halo universe styling.
I really don't like the shotgun shell area in the fp view. The top half looks very very flat when the shell meets the holder, for a lack of term, but the bottom half actually have depth to it. Might want to fix that.
For the model, your density of your model seem very odd to me. the barrow and other areas that aren't seen very often/well seem to have a higher poly count than areas that's "right in your face." You could round out the sides of the top half of the shotgun with a few edge loops without a major jump in the poly count.
I don't like it. Very flat textures, horrible attempt at pre-defined light?, no good area for specular to take place. And the bolt areas have some horribad pre-defined light on them.
Didn't have hw tonight so I decided to make a quick free-style head. There's a few spots that cam be improved on, but I'm more interested in my edge flow right now, so see any where I can improve on the edge flow? If you need it at a diff angle, I can get it.
http://i113.photobucket.com/albums/n...8/freeform.jpg
It looks like E.T. :gonk:
chin is about 3 times as far from the neck as it should be, unless... nice neanderthal
The guy won't change the texture and he won't retexture :/
So I am guessing someone else will have to texture it... Would be nice if Disaster would, or IV... Fuck. I am seriously going to learn whilst in uni next year...
hunter, honestly, i'm not saying this because i don't like you, but the things you produce, and a high-end engine dont go together.
you can't make decent ingame art nowadays without having a proper normalmap to go along with it, unless you're going for a specific style. you're trying to make outdated art, look good in a new game. it just doesnt work.
you're going to have to learn that current day games are not CE, and you're still sticking to CE standards, where you could, and SHOULD be using about 5 times the polycount. you also still don't know where to invest polygons, and where not to.
this image demonstrates this very well.
you should try to learn to build sub-d modelling, and stay away from zbrush or mudbox and that organic junk. (every monkey can make a good looking BLOB, including you.)
Learn to build proper sub-D geometry, and THEN build your pelican. THEN i'll be impressed. (assuming it looks good)
I agree with neuro.
That shotgun doe's look incredibly low poly for use in a game such as crysis.
I believe Hunter only said it was textured by a member of a Crysis team hes in, but not going in Crysis.