I've been modeling for a little over 2 years now, I use solely Blender for modeling and Paint.net for textures. Feel free to post comments/crits on any of my work, however, the further back the pics are, the older they're going to be.
probably the unfinished bit you were talking about, but make sure you've got the scope rings, mounts, and you're going to want to redo the rails so that they're the proper shape (http://lh4.ggpht.com/_kIWY2DV0KnE/Sl6d0cjU6PI/AAAAAAAADxg/n9TZDY7BbTU/Picatinny%20rail.JPG)
I've been following this for an unfortunately long while and it's been going steadily downhill this whole time. Before you should even have a PR effort at all, you should have something worthy of showing people. I've seen models show and disappear, screenshots come and go, and none of that is left. I'm sorry, but do you even have a team?
I've worked on plenty of games that no one knew about until there was nothing to know, the games dying off long before any public announcement. This game should be at the unknown stage right now, not flashing a couple paintings, especially after 3 years of work.
I really don't want to know how a 14 year old got a $3000 professional modeling program. If you didn't buy it, listen to the voice inside of your head and delete it. If you really want to pursue it, most universities with engineering will have it free for students. Until then, use the price and guilt free programs.
There's a large concentration of edges around where the fire selector and magazine are. Considering the simple topography of that area in real life, I was wondering why it's so detailed.
There are so many excess edge loops. If you expect to get this into source, you're going to need to completely rework a lot of stuff, mainly the grip and barrel.
Also, what's that mess near the magwell and fire selector?
More over to slow down and pay attention, stop using attachments to hide lack of detail, and using techniques to spot areas to improve on (yes, you can go back to a model after it is "finished")
Sometimes it's hard to take advice, sometimes it's hard to sit and read a quite long comment from some guy you've never met from across the globe, but it's worth it. Trust me here. I can tell you don't like to because you haven't listened to what I've told you before. The only functional purpose of posting pictures here is to receive criticism and improve your work. A lot of people forget that when they get their high off of compliments. Don't call out for help if you don't want it.
I've never really liked the french... except for their cooking and the countryside. And strangely, the angles on the famas. Sadly, none of these miracles of modern France are present in your model (although you can't expect rolling hills and crepes from a weapon render).
to say is likely true. You like to make a model and finish it. Fast. Your childhood wonders of loud shooty things is being accomplished by making awesome detailed renditions of whatever makes you happy. Not an insult, it's natural, I remember the feeling myself. At the same time, wanting to finish leaves voids between reality and your model, which you cover up with easy to model, flashy attachments.
Next time you model something, I want you to render it without a scope, without a suppressor, without a useless rifle grenade. I want to see the weapon you just modeled. Render it from angles that not only show off the best parts, but the worst. I find that's the best way to fix errors- find the worst, make it the best. Easiest way to make a high quality model. Also, stop using black, it's hard to see. It might not be as attractive, but use a soft blue (light grey mixed with blue) it's extremely easy on the eyes and is the easiest color to examine detail on top of. Also, add a bit of ambient occlusion, it'll brighten up and define your curves and lines. Making a higher resolution render is also good, I recently quadrupled my default render size. Much easier to see now.
Your models have looked good so far, but don't forget human physiology while you're at it. Grips are pretty difficult to pull off, and a bad concept doesn't help, you might want to take another look at the UN rifle (too short) and the vipr (short, uncomfortable angle on the back, trigger guard to small).
I hate being so negative, but the pimp gun set me off with a very negative bias. Please take my advice constructively because I'm doing my best to make it so.
Yes, it is a game, that's why you should be focusing a lot more on the things that are right in front of the player: the guns. There are essentially two directions for weapon art: realistic and sci-fi. By including parts from real guns, you've subjected yourselves to the limitations of realistic weapons, weapons that adhere to the laws of physics in other words. A game should never accidentally break the laws of physics, that makes it a glitch or mistake.
I seriously suggest that all of your weapon concept artists and modelers figure out how a real gun works and stop using the pimp gun before continuing.
Might as well make it gas instead blowback then, there's nothing to eject and it would increase the rate of fire
To be completely honest, stop using pimp my gun. It cannot replace a concept artist. You can take as much inspiration as you need from modern weapons, or even use modern weapons, but slapping pieces together results in a non-functional non-realistic weapon.
Take for instance the mp93: Moddb.com
There's no gas tube, it's unstable to attach the stock to the upper receiver, the grip is too high and the trigger too far away, the magazine is too far forward to utilize the potential barrel length, the barrel doesn't line up with the ejection port, and there's no charging handle.
If you understand what this means, fix it the old fashioned way with a pencil, paper, and scanner. If you don't, find someone who knows what a firearm is and how they work and get them to do concepts for you.
it's based on the frontlines assault rifle, stop glorifying yourself. I didn't see this and actually made the same one, but actually credited the source: Moddb.com
just saying what I would have done, it does look great for one hour. for a proper model it takes me more than a few hours. I could spend an hour alone looking at references and figuring out what to do
given an hour i would have focused a lot more on the main weapon instead of the flashy attachments. that being said, your use of detailed attachments pulls your attention away from the inaccurate (and in some areas poor) weapon geometry. the one thing I can't stand though is the waffle on the magazine, if rushing makes it look like that, don't even bother
oh yeah, when rendering, use a flat background color. i like to use a soft blue because it doesn't strain the eyes or attract attention. also, add a light and increase the sample amount on the ambient occlusion (or so it appears) to brighten up the details
Pretty good overall, but the polyflow isn't great. the entire receiver looks like it could use more detail, which could be easily taken off of the grip. The strap clip at the end of the stock seems really unnecessary also.
Great texture and shape too, the only thing there is the charging handle- it looks a bit small from this angle, check your refs.
From the main menu, select options, scroll down to 'music' and press the right arrow key.
The only point is to get the highest score possible. Green islands get a lot of points, and can be strung together into combos, orange islands have pickups (points/multipliers), brown islands get a few points, and red islands lose points. It is procedural, so the islands are always different, and will never end.
I thought the same thing, give it a shot though, it's much faster paced and addicting than pong/tetris.
The front looks great, amazing work there, but the rest of it doesn't fit well
I had some trouble finding reference pictures of the shorty version, but i found one and did a quick paintover here focused on the back:
here's the original ref i found: Forum.pafoa.org
pretty bad, i know
You need to separate the grip from the rest of it, which includes part of the upper body where the stock would normally be. the separation should be visible, especially with the high poly. Other than that, increase the flow coming down from the flat area, and the finger notches in look a little wide.
Finally, add a lot more little details to the rear portion: bolts/holes/notches are good, and it looks like you missed the loading breech on the bottom, that part's pretty important
haha, that's definitely my sureshot reflex from quanta
since it's got the original/A1 grip it isn't ribbed, it's a smooth triangle with cooling holes in the top
duplicate your object, then set it's material as black, wire, z-transparent, and add a very small z-offset
it looks better, i'd highly suggest rendering next time instead of a screencap video of the viewport
is that the maximum frame rate for animations in quake?
what i meant was an about 30-40 degree rotation on the axis running parallel to the barrel, this will allow the hand to pull the bolt with a more natural wrist rotation
i assume the upward jerk is the firing sequence, if so, it needs a lot of work
with the actual rotation, have the weapon move back, this is the compensation force for the round being fired, don't forget newtonian physics, firing stuff forward doesn't cause an upward force. If it is a pistol grip shotgun, there will be almost no rotation, however, if it isn't, the upward jerk should come after the backward motion. The axis of rotation should be on the shooter's hand (design flaw, hand doesn't take force directly backward if you're interested)
for the pumping action, there's a bit of a continuity problem. In your animation, the shotgun is lifted and pumped after the weapon is back in the origin location. The pump should come straight back then forward without rotation conventionally, but often it's cinematic to over exaggerate the rotation of the shot (only non pistol grip) and pump it while the shotgun is still raised, don't make the shooter lift the shotgun when it isn't necessary
there's too much wrist rotation during the chambering of the new round, try rotating the entire weapon to get a better angle for the pull
texture is super cloudly, try lessening the contrast a bit... what res is it?
also, don't forget the hammer, it's sort of important
The distribution of detail... instead of concentrating or wasting polygons on things that the player doesn't see or interact with, put them in places they do. At the same time, you can't put too many polys in certain areas (in this case, the scope and barrel) because it detracts from the overall level of detail, hence having a bad polyflow.
I'm not saying that you should go high poly, I'm saying that calling it high poly is unjustified.
The second part is pretty important however, remember it next time you make a model, when you don't have very much room to work with, polyflow is very important.