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Grav Rifle(WIP)
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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Thu Oct 25, 2007 12:27 pm    Post subject:  Grav Rifle(WIP) Reply with quote  Mark this post and the followings unread

I just started it today and its going to be alot more complete soon.

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Last edited by Apex on Mon Oct 29, 2007 12:42 pm; edited 2 times in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 25, 2007 5:15 pm    Post subject: Re: Unnamed gun(WIP) Reply with quote  Mark this post and the followings unread

a bit too angular. With more round shapes it could become a cool railgun.
And as always, the more details the merrier. Wink

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jadems
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Joined: 10 Jan 2005

PostPosted: Thu Oct 25, 2007 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

It reminds me of the Triceraton guns from TMNT

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Apex
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Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Fri Oct 26, 2007 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Well their based on drawing my friend is making. It MIGHT be concept art for a mod for a few games.

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Apex
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Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Fri Oct 26, 2007 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

*Updated*

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Fri Oct 26, 2007 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reminded me of X-com.. somehow...

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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Fri Oct 26, 2007 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

overall its ok...but try to avoid boolean operations. unless they give you a clean result...wireframe plz.

but the end of the gun is too hipoly. and there are some lighting issues..prolly smoothing out your normals...smoothing groups?

the rest is ok, just bevel out your hard edges.

I would advise you draw out your idea, scan it in and box model it...you would get better use of your polys.

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Apex
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Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Sat Oct 27, 2007 1:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, blender tends to screw up smoothing sharp edges. And I'd have to redo the whole model to get rid of the sharp edges. This is just a concept model so this isn't going to be used in any actual games so it doesn't have to be low poly(my comp can handle 1,000,000 verticies before slowing).

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Sat Oct 27, 2007 2:40 am    Post subject: Reply with quote  Mark this post and the followings unread

yea. its just easier to deal with lesser verticies. tis all.

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jadems
Medic


Joined: 10 Jan 2005

PostPosted: Sun Oct 28, 2007 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I like that - but more resembles a shoulder-mounted rocket launcher

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Apex
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Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Mon Oct 29, 2007 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

*Updated* I fixed the normals problems I could see. Any more suggestions?

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