That gun looks very deadly indeed.
Anyway, if you're looking for feedback, I have a suggestion that I hope will help you. You should start using sharp edges. Since I see you're using Blender, you can easily do that with the Edge Split modifier.
https://files.facepunch.com/forum/upload/267000/e53cedbc-e06c-4044-a84e-4f46f2f1cb95/blender_2018-07-07_23-47-29.png
You can either use the angle threshold or manually mark edges you want to be sharp with the CTRL + E menu.
Let's take the default cube and smooth shade it.
https://files.facepunch.com/forum/upload/267000/29a28710-34ba-4720-81e1-a34ac13f71d3/2018-07-08_00-06-00.png
As you can see, it doesn't really look right. That's because Blender is trying to smooth all faces and make them look like one, but in this case, the angle between the faces is very large and bad shading occurs. We can help Blender by telling it to not try to smooth such faces by marking their edges as sharp
https://files.facepunch.com/forum/upload/267000/0ec3d5c0-d248-4396-b9e1-9150d627055e/2018-07-08_00-05-54.png
Hey that actually looks like a cube now. But now we have the opposite problem- the edges are too sharp and don't look nice. That's when Bevel comes to the rescue!
https://files.facepunch.com/forum/upload/267000/ddb67d53-863c-42bb-bce5-f68ee23cdaf1/blender_2018-07-08_00-05-47.png
There are plenty of examples in TF2's weapon models of edges that would otherwise be too sharp being beveled
https://files.facepunch.com/forum/upload/267000/685d1950-7613-47c0-bdff-ef305086ddb5/3.png
And now, to see what a major difference sharp edges make, let's take the wonderful Sniper SMG model and compare:
https://files.facepunch.com/forum/upload/267000/1be11c53-784e-49da-9269-28e48aa6e095/1.png
https://files.facepunch.com/forum/upload/267000/f1d6b78f-5700-4047-81e3-bdd7639ff855/2.png
There you go! That looks awesome now, good work. I see you used the angle thershold on the Edge Split modifier. That works in most cases, but could result in edges that you don't want split still get split. A great workaround is to disable the engle thershold, go in edit mode, go to Select->Sharp Edges, input the angle threshold you used before there and mark the newly selected edges as sharp. That way you have much more control over what the modifier does because you can always select an edge that you don't want to be split and do CTRL+E->Clear Sharp. Keep it up!
Clearly, this is The Heaviest Weapon. A bit excessive with the attachments, if you ask me, but sometimes you just need more than one way to kill a guy.
Looking at the interactive model preview you posted, the bullets coming out of the bottom of the gun, the (what I assume to be) rockets/pipes, and the ammo drum seem are the biggest problem sections to me. The bullets and rockets/pipes have too few polygons, and are completely lacking in detail compared to their in-game counterparts. The ammo drum has a weird-looking lighting error near the rockets/pipes, probably caused by some funky polygons.
Removing some of the attachments might give you the space to really make these sections shine, although if you don't want to ditch them you might be able to squeeze a few hundred more tris on there to fix these problems.
Other than that, this is looking really good!
https://files.facepunch.com/forum/upload/198603/e0cb61e7-56ca-45bd-a24c-a8c06036d858/image.png
deadnexus and my concept
https://files.facepunch.com/forum/upload/198603/585c9937-c0b4-4e52-80b4-482dbf6928cd/Teufort_Touchdown.jpg
how are you supposed to explain the copyright lawyer about this?
I agree. I know the outfit and bat are supposed to be a reference to a game, but they are pretty exact.
The Vita-Saw had some pretty obvious differences with BioShock's ADAM Harvester, but Valve still thought it was close enough to warrant a call to 2k Games to ask for permission. These models, although a lot higher quality compared to your usual stuff, is still way too close to the source material.
I would suggest making the whole outfit a smidge more generic. By that I mean make the outfit apply to anyone with a similar sense of style, instead of only applying to that particular character. Personally, I would start with dropping the belt, armbands, and glove, as they seem like the worse offenders, but you can do whatever you feel is right.
Also, the shades seem pretty similar to the Summer Shades, just with the "An Extraordinary Abundance of Tinge" paint. You might want to drop them as well.
is more from deadnexus' proposition
thing is with concepts that you can adjust/add/remove something from the concept if its gonna fit the model's better
not all final model have to be 1:1 unless the concept artist insisted
though, you should totally discuss this thing with deadnexus on the first place
one example of mine
https://files.facepunch.com/forum/upload/198603/50cab1ff-0e5f-4184-a6ec-3a49b53b5317/image.png
=/=
https://files.facepunch.com/forum/upload/198603/85135df2-2a63-48ee-83e6-1d00cc57c5c6/image.png
=
https://files.facepunch.com/forum/upload/198603/9e8c629b-4d5b-46b2-b192-2a48bc6f19bc/image.png
The difference between his and your version of it is the fact that his isn't a dead-on replica of the original content. His isn't referenced fully on an exact carbon copy of the original content, but more edited so that way it's a subtle nod. As for your Daft Punk helmets, they are exact copies of the reference in which they came from. If they were edited completely differently or in a way that doesn't infringe the original, they'd be acceptable (that, and the fact your items look entirely unfinished).
But that doesn't mean they can't! You need to tread carefully when making references.
Why don’t you focus on designing and creating one project for now?
i feel like your creations are really suffering because of how you go about doing things, you seem to come up with an idea, model a rough design, slap some color and basic texture on then you’re onto the next one and repeat
also you’re really making too many reference items. Try some original ones. Reference items are less likely to get in IMO due to possible copyright and stuff
Hey these look pretty nice! A bit too close to the references you're using so there is a chance of copyright problems.
Anyway, here are a few small suggestions that I hope will help.
https://i.imgur.com/y303wXv.png
https://i.imgur.com/f7W6Yhb.png
I see you're using the Edge Split modifier now, that's great! One thing though, if you remember, I advised you against using the "Edge Angle" function since it could accidentally split edges you didn't want to be split, and above we have the exact issue happening- Blender has split some of the edges on the pants and sleeves, making them look very odd. I suggest you turn off "Edge Angle" and instead manually go around the mesh and mark as sharp only the things you want split. If it's taking a while, remember you can always ALT+Left Click to quickly select edge loops.
https://i.imgur.com/MdF1uc5.png
I hope that was helpful. Looks nice though, good work!
can you be my steam friend and suppervise me more please?
Of course! Here is my Steam Profile:
Steam Community
Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing.
Except the concept on which you based the item on isn't fair use, it's literally a copy of an already copyrighted character.. To state "fair use" as your backup claim is an excuse.
You really need to start listening to people. You are already far down the rabbit hole enough, and yet, you keep digging.
A minor cosmetic item that you have to pay for is not going to be: news reporting, teaching, scholarship or research. I assume you intend for it to be either criticism or comment. What are your thoughts on how it is criticism or comment or the original IP?
When you're taking all of this submission, did you ask the artists' permit to use their concept art? and do you still do it anyway even if they denied?
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