View Full Version : WIP Shotgun
02-06-2010, 12:41 AM
Here are two guns that I am doing for my prototyping class and for my portfolio and looking for some critique. And finally got the nerve to do this to get better after hearing the game industry mentor podcast =D http://smg.photobucket.com/albums/v247/robthestampede/?action=view¤t=shotgun1.jpg&newest=1 http://smg.photobucket.com/albums/v247/robthestampede/?action=view¤t=shotgun2.jpg&newest=1http://smg.photobucket.com/albums/v247/robthestampede/?action=view¤t=Shotgun4.jpg&newest=1http://smg.photobucket.com/albums/v247/robthestampede/?action=view¤t=Shotgun3.jpg&newest=1
02-06-2010, 05:17 AM
You forgot the images, man ;)
02-06-2010, 03:14 PM
Hey sorry about that, http://img.photobucket.com/albums/v247/robthestampede/Shotgun3.jpg http://img.photobucket.com/albums/v247/robthestampede/Shotgun4.jpg http://img.photobucket.com/albums/v247/robthestampede/shotgun1.jpg http://img.photobucket.com/albums/v247/robthestampede/shotgun2.jpg
02-06-2010, 06:58 PM
yeah i see nothing as well
02-06-2010, 06:58 PM
yup nothing there ^^
02-06-2010, 09:02 PM
I posted earlier with new pictures, I guess I will try again?
02-06-2010, 09:44 PM
your images are working now. You might want to post shaded renders without wires. its really hard to see how your mesh looks smoothed
02-06-2010, 10:34 PM
High Poly? Low poly? Right now I really can't tell which this is. There are quite a lot of edge loops, but the silhouette of the handle and trigger guard is pretty blocky.
Give us a bit of background on your project. Are you working from any particular reference? What is the desired style, ballpark polycount, etc.
02-06-2010, 10:58 PM
Hmmm Yeah I see what you mean, I am making this to import into Unreal. And I am making the high poly right now to make a normal map onto a low poly
02-15-2010, 12:39 AM
I would love to see this smoothed to see how the edge loops are working. Also, try this tutorial (http://boards.polycount.net/showthread.php?t=60887) to get clearer renders that really show off your surface. It was written for MAX, but you should be able to dig through Maya's help to get it working for you.
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