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Thread: Quick-Crit 2010

  1. #641
    got dam forumers.... SnaFuBAR's Avatar
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    Re: Quick-Crit 2010

    dust cover is the wrong shape from the back, btw

  2. #642
    Free Kantanomo English Mobster's Avatar
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    Re: Quick-Crit 2010

    Decided to do a little fucking around in Photoshop:

    Looking back, I personally think it's too cluttered, but I would like a second opinion.

  3. #643
    Gematria SiriusTexra's Avatar
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    Re: Quick-Crit 2010

    colour flow is nice, the rest I'm pretty unexcited by.

    You also have an area middle bottom right that looks kinda shit and out of place.

    This would look really nice in vector, but replacing all the black with a solid colour, and doing some 3d perspective zdepth on the buildings and stuff. Would make a really neat albeit generic graphic art poster thing.

  4. #644
    walk the platypus Cagerrin's Avatar
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    Re: Quick-Crit 2010




    more detail? forerunner enough?

  5. #645
    quatamalos NuggetWarmer's Avatar
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    Re: Quick-Crit 2010

    Needs something along the edges as railings, such as the bridge image in your sig.

  6. #646
    walk the platypus Cagerrin's Avatar
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    Re: Quick-Crit 2010

    rotating sig, but I know what image you mean.

    Will try it and see how it looks, though scale-wise they'd be fairly tiny.



    e: whoops, forgot to unhide the modules under the bridge
    Last edited by Cagerrin; May 17th, 2010 at 01:22 AM. Reason: updated render

  7. #647
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by n00ber View Post


    and




    basicly finished, got to finish some small details and fix some stuff up
    That looks literally nothing like an M4. Delete it, start over, and this time use proper refs (and more of them). Here's a hint for all of you fucking scrubs: other models (particularly ingame) do not count as refs, let alone proper ones. There's a reason the term 'commercial quality' is an oxymoron: devs care about getting things to look close enough to trick your average hurf-durfin' retard who never has seen and never will see the real thing, and they care about doing so in a few hours. As a result, nine out of ten game art assets which are supposedly existing weapons look shit and make me sperg out.

    Quote Originally Posted by n00ber View Post



    will most definantly redo the stock, also i dont know what that line in the body of the gun is, doesnt show up in the viewport soo.
    EDIT: fixed the problem, thanks penguin.
    Closer, but still not quite there. The silhouette of the magazine is wrong; if you look at polymer/bakelite 5.45 mags, there's a bulge on the front that runs about two-thirds of the way down. There are obvious misaligned edges, not only in the indent over the magazine but also along the sides of the dustcover and receiver. The rear sight guards are made from a single, bent piece, not two narrowly-spaced sheets. Additionally, why is the gas tube bent? Also, the wires are a mess.

  8. #648

    Re: Quick-Crit 2010

    pix first:
    <-lowpoly

    finished the lowpoly, time to get cracking on giving this bitch a nice set of textures.

  9. #649

    Re: Quick-Crit 2010

    lovin the progress. only thing i can think of right now is perhaps a magazine release. feel like it may add a little to the back, even though you'll only see it when reloading. still important though

  10. #650

    Re: Quick-Crit 2010







    How are you doing these kind of details?

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