[QUOTE=JohnMegaman72;47566739]Damn girl [/QUOTE]
I love it when people make fun of the 'boy' in Tundra Boy.
[QUOTE=Tundra Boy;47566413][IMG]http://i.imgur.com/mWYq6Te.jpg[/IMG]
Progress. What are people thinking so far?
[URL="https://p3d.in/7l8JC"]3d[/URL][/QUOTE]
i've been playing mgs twin snakes recently so i'm very interested in seeing a socom.
[IMG]http://img2.wikia.nocookie.net/__cb20140707222855/metalgear/images/9/9a/Mgs_socom2.jpg[/IMG]
[sp] couldn't find proper twin snakes screencap of it from the web :v [/sp]
yours is looking snazzy so far. good looking style of it
[QUOTE=Populus89;47566526][video=youtube;EIknRLXzg5A]http://www.youtube.com/watch?v=EIknRLXzg5A[/video][/QUOTE]
Is is possible to add a squirting effect?
That's the reason why he's supposed to tap it.
[QUOTE=VernoGuy;47566538]The second arm raise after the tap seems unnecessary, but other then that it looks good.
[editline]Edit:[/editline]
Actually now that I think about it, the animation seems a bit too long. Perhaps have him say "lets go practice machine" instead (or shorten the phrase you are already using) and shorten the amount of time the syringe is held in the air.[/QUOTE]
What about slightly shortening the pause between the lines, and changing the end so that rather than the extra 'thrust' with the needle, the medic has a very focus and concentrated expression when tapping the needle which then turns into a evil grin and little chuckle?
[QUOTE=Populus89;47566526][video=youtube;EIknRLXzg5A]http://www.youtube.com/watch?v=EIknRLXzg5A[/video][/QUOTE]
I feel the motions/arm movement after he clicks the surface of the glass seem way too animated [ i'll assume he's pushing down the plunger? ]
[QUOTE=G. Verloren;47566753]Along with an extended "clip", a bayonet, a 4x scope, a lanyard, an attachable folding stock, and a muzzle brake, to make it [I][B]Tacticool[/B][/I]? :v:[/QUOTE]
What about a crowbar attachment?
How am I supposed to shoot someone without one of those?
Been working a lot on this model. Completely redid it, and i think it looks a thousand times better. Also brightened up the textures. Looks a lot cleaner in my opinion.
EDIT: Messed around with the wraps texture and cleaned up that part of the model
[IMG]http://i.imgur.com/W2EbjXY.png[/IMG]
[QUOTE=Tundra Boy;47566413][IMG]http://i.imgur.com/mWYq6Te.jpg[/IMG]
Progress. What are people thinking so far?
[URL="https://p3d.in/7l8JC"]3d[/URL][/QUOTE]
I think that you're keeping me waiting, hue.
[sp] So much references! [/sp]
[QUOTE=S3pirion;47569049]Been working a lot on this model. Completely redid it, and i think it looks a thousand times better. Also brightened up the textures. Looks a lot cleaner in my opinion.
EDIT: Messed around with the wraps texture and cleaned up that part of the model
[IMG]http://i.imgur.com/W2EbjXY.png[/IMG][/QUOTE]
You seem to really like pointless metal strap holders on almost everything
[QUOTE=Rageguy;47569210]You seem to really like pointless metal strap holders on almost everything[/QUOTE]
Yeah, i know its pointless, might be removed but honestly its not that big of a deal.
Its certainly an improvement. How does it look compared to the other bats?
[QUOTE=Metaru;47569435]Its certainly an improvement. How does it look compared to the other bats?[/QUOTE]
It kinda looks like the shape of the metal bat, but it's wooden.
[QUOTE=S3pirion;47569049]Been working a lot on this model. Completely redid it, and i think it looks a thousand times better. Also brightened up the textures. Looks a lot cleaner in my opinion.
EDIT: Messed around with the wraps texture and cleaned up that part of the model
[IMG]http://i.imgur.com/W2EbjXY.png[/IMG][/QUOTE]
how do the nails at the top exit if there are no entrance ones
[QUOTE=Rageguy;47569605]It kinda looks like the shape of the metal bat, but it's wooden.[/QUOTE]
Its what im afraid of. An image with the rest of the bats might help identify wich traits We can add or change in order to make it look less similar, either by modifying the model or the color palette used.
But im sure you already figured that.
[QUOTE=BonJons;47569947]how do the nails at the top exit if there are no entrance ones[/QUOTE]
?
Please explain
[QUOTE=S3pirion;47570103]?
Please explain[/QUOTE][IMG]http://puu.sh/hlTpj/258182aee2.jpg[/IMG]
How did this nail enter the bat? It's like someone jammed the blunt end into the tip of it.
[QUOTE=Flubbman;47570120][IMG]http://puu.sh/hlTpj/258182aee2.jpg[/IMG]
How did this nail enter the bat? It's like someone jammed the blunt end into the tip of it.[/QUOTE]
snip- didnt realize what you said
[img]http://i.imgur.com/peqLo1X.png[/img]
A detective spy thing.
[IMG]http://i.imgur.com/YCWjVzX.png[/IMG]
comparison
btw fixed the nails
[IMG]http://i.imgur.com/mVqXhqW.jpg[/IMG]
[T]http://i.imgur.com/MeHy7QB.jpg[/T]
Nearly finished texturing the camera. The lens is going to be
a separate texture with cube map reflections.
I also started on a watch and knife for with the set.
Any tips or recommendations so far?
[QUOTE='[Brn];47571395'][IMG]http://i.imgur.com/mVqXhqW.jpg[/IMG][/QUOTE]
So, the camera is going to be the sapper, but it seems to me a camera like that would need to be oversized in order to fit into the Spy's animation.
How does it look in the Spy's hand?
[QUOTE='[Brn];47571395'][IMG]http://i.imgur.com/mVqXhqW.jpg[/IMG]
Nearly finished texturing the camera.
Any tips or recommendations so far?[/QUOTE]
It is possible to model your own wires that connect the sapper to the engineer's buildings?
[QUOTE=Tundra Boy;47572061]It is possible to model your own wires that connect the sapper to the engineer's buildings?[/QUOTE]
every sapper has its own separate attached-to-building model with the wires and contacts added to it - valve's just copied the same wires to every single one of them for the sake of consistency i guess
nothing's stopping you from adding custom wires to your own model
Which side will be the one that is visible to the player?
It seems like an awful lot of detail is never going to be seen by the player in gameplay.
The "back" will always face away from the player, even when sapping.
The most "natural" position appears to be if the Spy's holding it like he's about to raise the camera to his face and peer through the viewfinder.
However, the lens will never be visible to the player and most people wouldn't be able to identify it as a camera with only the first person viewmodels, let alone experience the cube map reflections from the lens.
[QUOTE=Upgrade;47572357]Which side will be the one that is visible to the player?
It seems like an awful lot of detail is never going to be seen by the player in gameplay.
The "back" will always face away from the player, even when sapping.
The most "natural" position appears to be if the Spy's holding it like he's about to raise the camera to his face and peer through the viewfinder.
However, the lens will never be visible to the player and most people wouldn't be able to identify it as a camera with only the first person viewmodels, let alone experience the cube map reflections from the lens.[/QUOTE]
Maybe have 2 styles?
[IMG]http://i.imgur.com/N8ar9oG.jpg[/IMG]
Let me know what I'm doing right/wrong.
[URL="https://p3d.in/7l8JC"]3d[/URL]
[QUOTE=Tundra Boy;47575110][IMG]http://i.imgur.com/N8ar9oG.jpg[/IMG]
Let me know what I'm doing right/wrong.
[URL="https://p3d.in/7l8JC"]3d[/URL][/QUOTE]
handle looks a little plain, otherwise looks amazing. You dont need to do anything fancy to it, just spruce it up a bit.
[editline]22nd April 2015[/editline]
[QUOTE=ElderLolz;47573606]He will have the lense facing him because he needs more selfies for his instagram.[/QUOTE]
I could backstab that engineer and sap his sentry, but first, let me take a selfie
[QUOTE=Upgrade;47572357]Which side will be the one that is visible to the player?
It seems like an awful lot of detail is never going to be seen by the player in gameplay.
The "back" will always face away from the player, even when sapping.
The most "natural" position appears to be if the Spy's holding it like he's about to raise the camera to his face and peer through the viewfinder.
However, the lens will never be visible to the player and most people wouldn't be able to identify it as a camera with only the first person viewmodels, let alone experience the cube map reflections from the lens.[/QUOTE]
The lens side is the front in first person view. The camera strap is jiggle boned, so it is partly visible in first person view.
In third-person view, the sapper is a bit tilted forward, so the top component are clearly visible in third person.
In my opinion the front is visually a bit boring. I was thinking about adding a logo on the red stripes,
or maybe changing the lens into some kind of display?
I didn't get an answer the last time I asked here, so I'll ask again. What do the concept artists here use to make their artwork? Just a tablet and stylus?
[QUOTE=Cosmic feel;47575555]I didn't get an answer the last time I asked here, so I'll ask again. What do the concept artists here use to make their artwork? Just a tablet and stylus?[/QUOTE]
Some do, but it's not required. A pencil and paper can get the job [URL="http://i.imgur.com/QGYFzOK.jpg"]done[/URL] [URL="http://i.imgur.com/Zf5mE3l.jpg"]just[/URL] [URL="http://i.imgur.com/uVvUOGi.jpg"]fine[/URL] (some [I]really[/I] old concepts to illustrate my point). Some even make digital stuff with a mouse. It's what you have access to, and what works best for you.
Sorry, you need to Log In to post a reply to this thread.