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Machine Gunner [YR]
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Nov 23, 2007 5:00 am    Post subject:  Machine Gunner [YR] Reply with quote  Mark this post and the followings unread

I think I'm getting better with every model. This is my newest .shp I made with anim8or and paint. (I used the "ortho view" for the perspective). There are two versions in this pack, one is the full sized one that anim8or rendered, and the other one is the scaled down one I tried to get equal to ra2 size. I'll also release a version of this guy with a shotgun at the end of the weekend. Practise makes perfect and the contest is a while away, so why not make a buncha .shps?



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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Fri Nov 23, 2007 5:07 am    Post subject: Reply with quote  Mark this post and the followings unread

The noticably bad thing about this model would be the fact the arms take an odd curving shape.

And, we need to see a rendered GIF so we can see how the animation goes.

All in all, it doesn't seem that bad. Doesn't quite have the feeling of RA2, though.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Fri Nov 23, 2007 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

it can actually be a great piece if only the proportions were right. Note that human arms are approximately as long as the distance of your shoulders to just after your crotch; that the arms are attached to the torso at shoulder level, thigh and calf length etc.

I suggest that you look over a human body's picture to get all the proportions. just search for 'human anatomy' on google/yahoo pictures.

However, you do seem to be getting better with every model. I'll bet that once you fix the proportions the next model you'll do will look good.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Fri Nov 23, 2007 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

not to bad looking there.

Dafool is there any way to add textures to your geometry in anim8tor? Without them they are very flat. in terms of color.

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Fri Nov 23, 2007 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

lol. DooM 3 machinegun :p

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OccultSpectre
Cyborg Soldier


Joined: 12 Feb 2007
Location: Somewhere in Spain

PostPosted: Fri Nov 23, 2007 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

ChielScape wrote:
lol. DooM 3 machinegun :p


Halo M5AB any one?Smile

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Fri Nov 23, 2007 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

No it's the MG-88 Enforcer from DooM3, it should be a mustardish color though. Z-Sec could use a little bit of texture though.

Maybe I could fish out the real model and skin for you?

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Nov 23, 2007 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

@m666-I think the problem with the arms is the placement of the arm bone and it's location in comparison with the end of the shoulder. It's a little into the body so the curve ensues. I also don't know how to make a .gif. I can egt .avi though.

@IVI-I can look at some people lol

@Ickus-I have a limited knowlege of textures and how to get them in Anim8or, although I don't know how to paint them on, rather I just have to apply it like a material. Looking at my .shp, there isn't that much contrast compared to the stock .shps. Do you think if I add black outlines if it would make the guy look better?

@Cheilscape, OccultSpectre, and Xenology_311-It is based off of the machine gun from doom3, with my own touch to it. I'm happy that you're able to tell what it is. I don't think I'd have much use for the real model because I'm trying to make stuff from scratch. But thanks anyways.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sat Nov 24, 2007 1:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Black outlines don't occur on the stock graphics so putting it on will make it stick out more. Just use an image editor to apply a contrast adjust across all the images in a batch process. Many image editors support doing batches of images.

The arms look stupid and the lighting is wrong IMO too.

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darknessvolt
Rocket Cyborg


Joined: 24 Oct 2007
Location: Yuri's Island!

PostPosted: Sat Nov 24, 2007 4:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah I agree to Blade



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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Nov 24, 2007 4:24 am    Post subject: Reply with quote  Mark this post and the followings unread

ok the arms were clearly stated to be wrong, no need to go forth and call them stupid...

Any of the two downloadees want to critigue the animations?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Nov 24, 2007 4:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Yay! Darknessvolt's first post that wasn't a bump! #Tongue
I actualy like this to be honest... It reminds me of Adrian Shepherd from the Half-Life series.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Sun Nov 25, 2007 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

@ Audiopulse,

one doesn't need to look at porn to learn about the human body and its proportions. And what Gaffel says is actually true, you can use other people as references for your proportions... however, you'll need to make them do a neutral pose (arms stretched outwards to the sides and legs straight). Or just look it up in the net to save yourself the hassle.

@ darknessbolt,

Indeed.

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Mon Nov 26, 2007 4:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I was thinking mostly for reference, but none the less whatever you say #Tongue. Have fun with this dude!

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Nov 26, 2007 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can suggest you move the place, where the arm and the shoulder connect upwards. That way you'll get a much more realistic model without much changes. Right now, it's just ugh. ANd colouration is too blurred or something.

Keep trying mate, you're on the right track.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Nov 26, 2007 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I made an improvement to this model, (see the topic called Shotgun/rifleman) where I moved the arm bones out from inside the shoulder, and it pretty much solved all of those problems. I also found the correct resize proportions (finally) so if I make an updated version of this guy, he should be good to go. Although I'll have to add the shadow.

If an admin or mod reads this, can you cleanse this topic of spam? it would be greatly appreciated.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Mon Nov 26, 2007 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I looks way better there, good work Wink. And I thought that the competence would be quite small:?.

Also feel free to use this image Unclean Thread; would have used it, but you beat me to it.

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