, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
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Very cool. Yalls sure this is idtech2?
The only crit I would have on the people is that they look too 'nice'. Like guys you'd meet at work who happened to go to a fancy dress party. They need to have something more like either fear or hate or desperation in their eyes.
Apart from that, it's looking amazing. I'm old enough to have downloaded your Q2 Evolved.
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, spline,
151 Posts,
Join Date Apr 2009,
Location Out of my Mind
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I wish there was something I could do about the smoothing here... Not sure what I can do, if anything, without making the whole area a model and a single smoothing group... Maybe I can hack the normals there?

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, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
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hide it with some ivy?
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, veteran polycounter,
4,295 Posts,
Join Date Nov 2004,
, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
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These environments look sexy as fuck. Maybe a little hard core on the spec on the concrete though.
Lighting looks awesome. Howre the tools for lighting in id? any gi or anything?
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lol very nice- Videogame art is often held together by just duct tape and bubblegum...
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, card carrying polycounter,
2,032 Posts,
Join Date Nov 2004,
Location three oh three.
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Quote:
Originally Posted by konstruct
lol very nice- Videogame art is often held together by just duct tape and bubblegum...
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this, hehehe
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, triangle,
493 Posts,
Join Date Apr 2011,
Location Somewhere in Europe :P
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fuck arounnd with them normals before you export to engine
DARN it hurts my eyes
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Yeah I'll take another look at the normals when I get home, there must be something I can do. I do know I can hack them up easy by adding a chamfer to the very edge of those corner models, which will average out the normals there so they will appear perfectly flush in smoothing. I'll take a look later.
As for the spec, yup, I was thinking the exact same thing really.
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, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
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could just edit the normals direction by hand, for those 2 meshes, so there point in exactly the same direction for both.
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, card carrying polycounter,
2,236 Posts,
Join Date Nov 2010,
Location Halifax, NS, Canada
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I have joined the team to get some weapons done, here is a shot of the burst rifle highpoly, still a wip.
Concept by Joseph Silverman.

My highpoly
A few areas are still a bit rough and some parts has not been created yet, but I hope this gives you a taste of it 
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, polycounter,
1,096 Posts,
Join Date May 2010,
Location Norway
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Outstanding dude !
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, triangle,
492 Posts,
Join Date Dec 2011,
Location Romania, Bucharest
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everything looking good up in this thread!
Stromberg - Gun is looking good, I would say everything is to rounded off though.. You wont get a nice crisp normal map to read those metal edges when you do the low poly cast. You will have many things that will look good no doubt... But I dont believe it will carry the wow factor to the gun. I dig the gun design! Has that AK-47 feel to it that we all love.
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, triangle,
344 Posts,
Join Date Mar 2010,
Location North Dallas Texas
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and when I said "wont get a nice crisp normal map" I also meant those rounded edges wont catch those awesome edges that you get highlights from lighting. So make some 45 degree trimmings to your work and I think you might be more pleased with the result. You decide how thick that should be.. I would suggest go check out some FPS games and see how the light catches the edges of the guns. 
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, triangle,
344 Posts,
Join Date Mar 2010,
Location North Dallas Texas
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Hey JohanthanF i hope you don't mind, are you sugesting we should use chamfers instead of fillets ? Sort of like this ? That sort of looks better i guess.

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, triangle,
492 Posts,
Join Date Dec 2011,
Location Romania, Bucharest
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Yeeah^ some double bevels to help define the main secondary shapes would be ace-
Also, it would be a sin not to bring that into a sculpt app and muck around with it. 
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, card carrying polycounter,
2,032 Posts,
Join Date Nov 2004,
Location three oh three.
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Thanks, double bevels noted 
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, triangle,
492 Posts,
Join Date Dec 2011,
Location Romania, Bucharest
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yup! thats its!  I would suggest a bit more sharper on those double edges to really help... but it already looks better and helps catch light a LOT better as you can see.  And you dont want to OVER use this on everything, it can be over kill to then see a complete outline of highlights on your weapon when you run by a light or something. Its an art to figure out where you really need it and where its over kill. yall have killer work so far though! keep it up!
Last edited by JonathanF; 05-07-2012 at 08:53 PM..
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, triangle,
344 Posts,
Join Date Mar 2010,
Location North Dallas Texas
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Some of the enviroments have a very rage like feeling, i likey! 
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, polygon,
662 Posts,
Join Date Mar 2009,
Location Dallas, TX
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Finally someone doing guns for this project! Been loving that concept for the assault rifle and I see that it coming along nicly! Good work Stromberg90!
Keep us updated! 
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, line,
67 Posts,
Join Date Nov 2007,
Location Sweden
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Agreeing with these points guys, nice.
Just to point out, this is a shotgun variant. Not assault rifle. That ones not been drawn yet :p
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, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
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Haha, sorry my fault!  just keep doing your good work 
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, line,
67 Posts,
Join Date Nov 2007,
Location Sweden
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Woah! That model is VERY nice. Great read of the masses and forms, very elegantly translated into 3d. Tightening up the shapes is a good idea -- anywhere that i drew a contour line along the edge is intended to imply a chamfer. But dont tighten them up too much! A lot of the character of the gun is this warped, molded metal look that you captured very well.
Be sure to solidify the attachment of the rear-sights a bit more, and try to thicken and soften up the shapes a bit more on the magazine -- they're supposed to be sharper than the molded metal shapes on the gun, but not THAT much sharper. Additionally, I'd personally suggest you drop the rail. It's a very good idea generally speaking, but it doesnt suit the identity of the marauder weapons -- the way i interpret it, their more 'handmade' guns are not purpose built with that kind of planning. That's more up to odium though, it's his fiction!
If you have any questions about parts of the concept you feel are unclear, hit me up with a PM and i'll get a diagram or something for you
I'm behind on drawing guns for you guys! I'll have the next couple in the works soon :p
Last edited by Joseph Silverman; 05-08-2012 at 12:14 PM..
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, veteran polycounter,
4,172 Posts,
Join Date Mar 2006,
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Thanks for the interest in the project and for all the great critics
respawnrt: Thanks man
JonathanF: Thanks for taking the time to comment so in depth, I will take some time to get the edges to read better and chamfer the most important ones, I think it's a very cool design myself got a really powerful and bulky feel to it
konstruct: I have thought of doing a sculpt pass on it, but I will consider that when I am close to finishing the highpoly.
Patrick Svensson: Thanks!
Joseph Silverman: The designer itself  Thanks for all the kind words, you did a good job on the concept. I will soften up the shapes on the mag and try and solidify things, I will also remove the rail since odium mentioned that to.
I will send you a PM if I am wondering about anything, looking forward to seeing the new concepts ;)
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, polycounter,
1,096 Posts,
Join Date May 2010,
Location Norway
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