• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=cheesecurls;46076827]update on the Sallet: [t]http://i.imgur.com/C75AygQ.png[/t] [t]http://i.imgur.com/GhIUDyc.png[/t][/QUOTE] I'd recommend resizing it a bit, it looks too tall imo. whenever i want to model heads I use these: [IMG]http://i.cubeupload.com/Wtvclo.png[/IMG] [IMG]http://i.cubeupload.com/A9BcZN.png[/IMG] Edit: also it's funny cause one of my first models which I made a month ago was a Sallet: [IMG_thumb]http://media.moddb.com/images/members/1/524/523883/Helm.png[/IMG_thumb]
thanks man, ill take that into account! so far ive only shrunk the eye slits, but yes i agree it could use some overall scaling
[t]http://puu.sh/bTbXx/a85151d2f3.gif[/t]
[QUOTE=MrBunneh;46108432][t]http://puu.sh/bTbXx/a85151d2f3.gif[/t][/QUOTE] It looks really uncomfortable when you are holding the old mag post-insertion of the new one. Plus it really doesn't make sense that you continue to keep the old mag, since you are pulling the bolt, suggesting that the mag you are holding is empty.
And also why does he flick the whole rifle as if to throw away the old mag but then just pulls it out with his hand?
[QUOTE=simkas;46113032]And also why does he flick the whole rifle as if to throw away the old mag but then just pulls it out with his hand?[/QUOTE] feed check? when you check your gun has stopped firing because you're out of bullets, instead of a blockage or other error The movement is really fast though, you could mistake it for flicking the gun to get the mag out I think ejecting the mag out by flicking the gun is a bit too tacticool personally
My guess is it's supposed to be a tactical reload animation, he's inspecting the bolt and chamber to ensure the last round cycled through correctly and that there's no stovepipe or failure to extract from the last shot fired. It's because AKs don't have a bolt catch like M4/M16 pattern rifles do to hold the bolt open after the last round is fired from the mag, so the bolt closes after the last round is fired. He keeps the mag in his hand because he's practicing mag retention where you keep the empty mags you use to refill later after a fight. The reason he keeps it in his hand while charging the bolt is because you don't want to stop halfway through a reload just to dump the empty mag in your drop bag so you hang onto it and wait until you're done cycling in a fresh round, that way if someone gets the drop on you while you're doing this, you can just drop the empty mag immediately and fire without delay. edit: beaten by a mile but he's also correct, if your gun stops firing either from empty magazine or a mechanical failure, you generally check the bolt and chamber first. The flick is quick because you're only doing it at a glance, not a thorough inspection because usually you only have enough time for a quick glance.
My biggest problem with it is that while AK pattern button-releases do exist, there isn't one on the rifle, and neither does the operator seem to actually utilise any kind of magazine release during the animation. This is annoyingly common in a lot of games now.
Use caution in the future when displaying anything weapon-related, as the instant you do, a dozen people will come out of the woodwork to comment on it, possibly correct you, and generally showcase their knowledge of weapons [editline]16:45[/editline] it's good for feedback though
I was just making an observation, I suppose my disclaimer goes here. I'm not a professional shooter or soldier by any stretch of the imagination. I mostly just study the stuff out of morbid fascination. As stated at the start of my original post, I was only guessing as to what he was trying to accomplish. It looked like something from one of those tactical shooting videos that some shooting schools put out on youtube. I question the actual practicality of such techniques but again, I'm not a professional so I don't know the exact science behind tactical reloads and such.
The animator said he was basing it on the Yugoslavian AK mags, so the bolt holding open when he checks it, but closing when he goes to charge it, makes sense. But the magazine release process is problematic since the AK utilizes what's known as a "paddle" magazine release, where the release is a tab behind the magazine, it's meant to be pulled with the hand as you grab the magazine, or with the new magazine as you knock the old one out with it. While there are modified AK magazine releases out there designed to work like AR-15 ones (hit by the trigger finger) you can see there is no such release on this model, and the trigger finger doesn't let go of the trigger. The charging handle pull isn't the most impractical thing I've ever seen done when reloading an AK (that award probably goes to the "Iraqi style" reload), but my problem is more with how he grabs at the magazine to swap it, how you hold those two mags like that is beyond me, typically when people do a reload style that involves them gripping both magazines at the same time you'd grab from the side (and in the process hit that paddle release I mentioned before), with that style it's plausible to hold onto the old one while loading a new. Also, if you wanna do a Yugo style AK reload, then I'd say go all out with it and animate it on an M70 rather than a normal AKM, you don't see those anywhere near as often.
not remotely finished at all, never really modelled properly ( uv maps and shit ) [img]https://dl.dropboxusercontent.com/u/888382/turretbase_3d.jpg[/img] 3d old style low-poly turret base, (heavily) inspired by this 2D sprite I made a while back [img]https://dl.dropboxusercontent.com/u/888382/euughhhhhhh.png[/img] I really have no idea how to "link" objects and their counterparts to a UV map & texture so I thought "fuck it make the texture as I go along". Is this bad practice?
I can't believe I forgot about the mag release fugg well I guess while I do that I'll make him hold the mags a bit less silly, the whole animation set was kinda meant to be a bit bizarre/something you don't really see in any other ak animation sets. it's great to see the huge discussion though!
weapons for wrack [t]https://38.media.tumblr.com/45a087a3931029c15f46bf27da33c8ff/tumblr_ncqktdQEaH1t5aocgo1_1280.jpg[/t][t]https://38.media.tumblr.com/08a9c33358cee8229df3a4c5208371f8/tumblr_ncqktdQEaH1t5aocgo3_1280.jpg[/t][t]https://38.media.tumblr.com/f630a993633849021c65c32319024fb0/tumblr_ncqktdQEaH1t5aocgo4_1280.jpg[/t][t]https://33.media.tumblr.com/17e4d53fddc4f6ef95520082169f41d7/tumblr_ncqktdQEaH1t5aocgo2_1280.jpg[/t] [t]https://31.media.tumblr.com/334b84ef9b001ace07676089405ce2f5/tumblr_ncqktdQEaH1t5aocgo5_1280.jpg[/t][t]https://38.media.tumblr.com/a64e889bbe1f6e90760d837f885cf45f/tumblr_ncqktdQEaH1t5aocgo6_1280.jpg[/t][t]https://38.media.tumblr.com/2d642c929a1acb042dc649ad0401cbab/tumblr_ncqktdQEaH1t5aocgo8_1280.jpg[/t][t]https://33.media.tumblr.com/7315c97da944c9daf425abaa04fcbe13/tumblr_ncqktdQEaH1t5aocgo7_1280.jpg[/t] modeled by me, some of them concepted by me, others concepted by someone else, textured by someone else
[QUOTE=Instant Mix;46117462]not remotely finished at all, never really modelled properly ( uv maps and shit ) [img]https://dl.dropboxusercontent.com/u/888382/turretbase_3d.jpg[/img] 3d old style low-poly turret base, (heavily) inspired by this 2D sprite I made a while back [img]https://dl.dropboxusercontent.com/u/888382/euughhhhhhh.png[/img] I really have no idea how to "link" objects and their counterparts to a UV map & texture so I thought "fuck it make the texture as I go along". Is this bad practice?[/QUOTE] That looks like some kind of spawnpoint that you would see in Quake 3.
[QUOTE=Juniez;46117997]weapons for wrack [t]https://38.media.tumblr.com/45a087a3931029c15f46bf27da33c8ff/tumblr_ncqktdQEaH1t5aocgo1_1280.jpg[/t][t]https://38.media.tumblr.com/08a9c33358cee8229df3a4c5208371f8/tumblr_ncqktdQEaH1t5aocgo3_1280.jpg[/t][t]https://38.media.tumblr.com/f630a993633849021c65c32319024fb0/tumblr_ncqktdQEaH1t5aocgo4_1280.jpg[/t][t]https://33.media.tumblr.com/17e4d53fddc4f6ef95520082169f41d7/tumblr_ncqktdQEaH1t5aocgo2_1280.jpg[/t] [t]https://31.media.tumblr.com/334b84ef9b001ace07676089405ce2f5/tumblr_ncqktdQEaH1t5aocgo5_1280.jpg[/t][t]https://38.media.tumblr.com/a64e889bbe1f6e90760d837f885cf45f/tumblr_ncqktdQEaH1t5aocgo6_1280.jpg[/t][t]https://38.media.tumblr.com/2d642c929a1acb042dc649ad0401cbab/tumblr_ncqktdQEaH1t5aocgo8_1280.jpg[/t][t]https://33.media.tumblr.com/7315c97da944c9daf425abaa04fcbe13/tumblr_ncqktdQEaH1t5aocgo7_1280.jpg[/t] modeled by me, some of them concepted by me, others concepted by someone else, textured by someone else[/QUOTE] So you made models for Wrack?
[QUOTE=coverop;46122968]So you made models for Wrack?[/QUOTE] [QUOTE=Juniez;46117997] [B]modeled by me[/B][/QUOTE] ?
This is just... wow. Looks so human [video=youtube;HjHiC0mt4Ts]http://www.youtube.com/watch?v=HjHiC0mt4Ts[/video]
I think the rendering is its undoing mostly- the poor quality of bokeh combined with surreal sharpness and lack of noise or grain is one of the only real noticeable 'differences'. Guys, we are literally like...sitting on the threshold of the uncanny valley at this moment in time. It's real exciting to be alive.
[IMG]http://i.imgur.com/mo0MoaE.png[/IMG] The animation fucked up on export, I've fixed it later but we dubbed that event the creation of the Sven-Coop Chibi Grunts.
So I am taking a class atm that is going to be working with Maya and Unity for 3d animation and game design. I hope it will be fun and atm our first task was to model an animal using primatives. I have had a little previous experience in 3ds max but it really wasnt anything useful other than some interface stuff and finding out what it can do.
I decided to model out a guided missile for modeling practice today, I found [URL="https://d2ip58kv7n8yjd.cloudfront.net/p/assets/images/images/000/184/726/large/xavier-henry-smallcalibermissiles.jpg?1409336270"]a piece of concept art[/URL] that had a shape that caught my eye and I did my best to execute something similar. [t]https://dl.dropboxusercontent.com/u/21161113/random/missile_wip2.jpg[/t] There's still a little pinching on the high poly but it gets the job done. It was fun to get it to cooperate, a lot of strategic cutting and welding was required, but I'm happy for a day's work. [t]https://dl.dropboxusercontent.com/u/21161113/random/missile_wip3.jpg[/t]
Totally not just a Max screenshot painted over in Photoshop-render. [img]http://puu.sh/bWndN.jpg[/img]
What terrain program did you use to generate that? I assume world machine?
[QUOTE=kaine123;46141749]What terrain program did you use to generate that? I assume world machine?[/QUOTE] That is correct sir. World Machine with Buzzcore's coloring macro and a snow macro I made myself.
Just some practice [t]http://puu.sh/bYmUo.jpg[/t][t]http://puu.sh/bYmZj.jpg[/t][t]http://puu.sh/bYn5p.jpg[/t]
[QUOTE=ColossalSoft;46145481]Just some practice [t]http://puu.sh/bYmUo.jpg[/t][t]http://puu.sh/bYmZj.jpg[/t][t]http://puu.sh/bYn5p.jpg[/t][/QUOTE] you should totally release for portal 2 when you're done with it. I looks great. (normal feels wrong, plastic isn't bumpy, it just scrapes.)
It's a modified version of a texture I did for Alive & Kicking [t]http://puu.sh/bYqCP.png[/t] (It says regular because there's like 16 other paint jobs) I'll see how it looks with a smoother normal map even though I already crammed that massive cock inside a 7z already
[QUOTE=Stiffy360;46145636]you should totally release for portal 2 when you're done with it. I looks great. (normal feels wrong, plastic isn't bumpy, it just scrapes.)[/QUOTE] I'd imagine that unless it's an alloy material, it's just a standard metal. It's a hefty robotic turret with a fancy tech design. Maybe it's just me but it's hard to imagine plastic encasing a turret like that excluding real life replica verisons for your room (do they have those?).
[t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/bakingfailure01.png[/t] :suicide: The bake did not even get all the detail.
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