I've snapped at Bobble before but you guys are just being assholes. Seriously, just get out.
I think these aren't bad, but what you probably ought to work on is more proportional scaling and reducing detail. At some point when you have too many details, it just doesn't really translate well into 3d. Go with a somewhat more modest approach.
I'd also like to point out that I didn't really read all the criticism posted here, because the few posts I did read looked like a tornado hit septic dump. Metaphorically speaking of course. Hopefully my observations aren't too redundant.
Much, much better. Like, night and day better. Now, start using different line weights. The outside perimeter for the shape should be bold, and inside details should get lighter and lighter depending on how important they are to the weapon's geometry.
Also, that stock would be uncomfortable; look at it and think about it for a second. Kind of hoist your arms up as if you were using it, and see where the lines fall on your shoulder.
I won't give any crit on this, as I am not a weapons expert but I HIGHLY suggest you move from the 2d view to 3d perspective. This will really help us and you visualize the concept you are trying to get across. Keep at it.
Also, I wouldn't jump to the computer just yet, I would suggest you still stick to paper. Unless you know Photoshop, paint just isn't as flexible for making concept art.
Last edited by Nero; February 24th, 2012 at 01:47 PM.
It's a lot cleaner. But I think you need to imagine yourself holding the gun. Having the grip at a 90* angle like that would be horribly uncomfortable. In fact the entire grip area is a little awkward. Take a look at some real life sniper rifles to get reference from. Look at the functionality and design. I also think the reach for the front might be a little much. But it could just be the grip throwing me off.
You can see how the grip is at about a 45* angle. You can look at almost any rifle and see that.
When I was first learning to model weapons (and I'm still learning as I go) I spent a lot of time looking at the breakdown of how a weapon worked, how it fired, how it chambered the next round, how it's held, etc etc. This is very important when you go to work up a design.
Just know this was crit. Not being rude, trying to be helpful.
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