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Thread: Quick-Crit 2011

  1. #241

    Re: Quick-Crit 2011

    can easily do like a 1 minute render in Max to get a good AO pass over the model for the purpose of presentation. Actually just showed someone how to do that for that exact same concept

    some more progress, haven't really addressed the issues neuro pointed out just yet


  2. #242
    Posts, posts EVERYWHERE! Warsaw's Avatar
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    Re: Quick-Crit 2011

    Front sight assembly is slightly too wide, too, when I compare it to the one I have sitting here.

  3. #243

    Re: Quick-Crit 2011

    yeah I'd have to agree

  4. #244
    Senior Member Hunter's Avatar
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    Re: Quick-Crit 2011


  5. #245

    Re: Quick-Crit 2011

    Pretty much same attention to detail, he didn't use floaters though. It's wonderfully time saving to use floating geo but sometimes can make your AO a bitch in the long run if you don't do it well. some areas of his I like better than mine. Once you get down to this level of detail, it kind of becomes just another m4 model >_> just like everyone before me.

  6. #246
    Splendid! ExAm's Avatar
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    Re: Quick-Crit 2011

    Yeah, pretty much all there is to differentiate your model vs. someone else's is how well you distribute a limited number of polygons. Remove the limit and you're just copying real life, not much to say about it except how accurate it is compared to the real thing, or how well it's rendered.

  7. #247

    Re: Quick-Crit 2011

    it doesnt help that apparently everyone and their mum needs to have made an M4 model nowadays, so alltogether they lose their level of impressive, no matter how well it's built.

    (and then usually awful texturing ruins it)

  8. #248

    Re: Quick-Crit 2011

    Basically. Only thing that really makes a difference is the texture, how well you bake down the high poly, and the kind of attachments you use. But this and the AK are probably the two most over modeled guns. I simply undertook the task because I happen to own an AR-15 and it made it super easy to model having it in my lap. It was probably about 24 hours total of modeling time on the high poly, if that. Plus being one of my more favorable rifles it was fun to make.

  9. #249
    It Isn't Easy Being Green DarkHalo003's Avatar
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    Re: Quick-Crit 2011

    I feel like this has reached a stage of decency:

    Click image for larger version. 

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    Basic criticism? I'm mainly trying to get the shape now. The grip is turbosmoothed because I really didn't know where else to go with it. The hammer is obviously not done and I have modeled the trigger yet (both take a minute, so they aren't priorities, but that's why part of the frame isn't filled in yet. The Chamber is easily WIP (duh) and I'm positive it'll be a swing-out, but if I make the chamber area bigger then I may make it a fixed cylinder just for simplicity. Besides the grip, chamber, and obvious areas, there is no smoothing, so please refrain from pointing out so. And yeah, my render sucks, I'm working on it.

    I used the Ranger Sequoia in Fallout New Vegas as the primary reference:

    http://fallout.wikia.com/wiki/Ranger_Sequoia
    Last edited by DarkHalo003; September 19th, 2011 at 08:24 PM.

  10. #250

    Re: Quick-Crit 2011

    As far as porportions go it's a bit simplistic but not bad I suppose.. needs textures.

    Sculpting a character in Sculptris, planning on getting it into some engine at some point. Improvising for the most part. Inspiration from various sources. I'm sure my anatomy's a bit off.




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