I like the digital camo look, but I think it would look cool in tan like a desert camo. Also, don't make the text stand out any more than it does :\
edit: I don't think the rails are done lag
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I like the digital camo look, but I think it would look cool in tan like a desert camo. Also, don't make the text stand out any more than it does :\
edit: I don't think the rails are done lag
After looking at it for a while, i like the camo, but you definitely need to remove it from the grooved (indented) parts.
Not a fan of them either... But if I had to choose it would be the bottom right one.
I like the blue and orange ones. They all remind me of MW2 camo's.
Been working on a CE styled HUD.
Unfortunately Crysis doesn't seem to support block health instead uses a slider like the shields.
This is what I've got so far, any tips or advice would be greatly appreciated and any recommended sites for photoshop tutorials would be even more appreciated.
http://i45.tinypic.com/339onj4.png
Use the pen tool. Google it etc
If it uses alpha information for health loss, you can use solid shades of white-black the same way halo does.
Ok
a) why is the camo everywhere.
b) needs another colour/shade for secondary panels, camo or whatever for the main ones
c) look doesn't suit the gun anyway, I'd have thought by looking at tweeks renders that a more carbon fibre/matte with chrome/gold future tech look would have been better.
d) seems to be lacking in details, could use some little things.
e) Boring material for the rubber, will just look like a solid colour in a game. Get some sort of designed tread into it, like fingerprint styled weaved/ripples that flow with the shape of the handle, a pattern or something.
f) the distinct edges between plates could use some sort of oil/buffed look, and the top and most used metal sections could use the same. Like for instance, my guitar is a matte oil paintedish finish, but where it's allways rubbing on my leg overtime, its glossy as shit, because it's just smoothed the surface out over a period of time.
Make obvious differences between what doesn't see much physical focus and what does. Right now it's all same same.
g) too 1 toned. The colour information needs more oomph. I can see a little greenish on the rear where that bluestrip is, but by the looks of it that was just accidental from your texture source.
h) the texture sources in general look horrible. You can tell immediately they're photos.
i) I also see many texture source details that are traversing multiple heights on the gun. They should finish at their borders and not appear to continue on the other side.
j) the blacks are too black. Let ao and your lighting do that shit. If it's a carbon thing, give it a 80-90 percent opacity, and let the specular give it that slight sheen. Otherwise it'll just look like black blobbyness and it's just wasting attentional detail.
k)too much white detail. Make the screws a different colour or something. I'd suggest blacksilver/grey colour, with a slight copper spec colour (greens and golds).
l) general texturework is pretty gross. The scratches are dodgey, in particular.
l) I assume this is flat rendered. Otherwise, FIX THE SHIT OUT OF THOSE MATERIALS.
All in all, I'm not really impressed with now this is looking. Looked much better from tweeks renders than it does now that it's getting textured. That shouldn't happen. Judging by the general concensus of posts, it's a pretty whimper sort of feeling ending to tweeks awesome progress.
It just needs something more, a bit of a rethink maybe. Just looks like a really bland "modder" weapon here. The model could certainly be given much more coolness.
My deep personal opinion though, I'm a big fan of character and personality pieces these days, so I don't like much the "one size fits all" type stuff. Part of that is tweeks fault, but what I think, this most likely never would be In a game as a generic weapon to choose from, so why stop it there? Otherwise it's just a wasted opportunity. Anyone can make Gun this and Car that. Make this an important piece of equipment that someone would and does care for.
Make it SOMEONES gun, not everyone's gun.
Give that shit it's own character. Put a narrative into it. Little details that show it was and is someones trusty weapon. Maybe add things to the model.
That's me though. If you wanna keep practicing guns and texturing guns and making more guns, fine, but go all out if you can. Make it the "Devo" of guns.
needs wear in sensible places. paint wears away to blue, blue wears away to metal. jonas posted a pretty good demonstration elsewhere a long time ago but i can't be bothered to find it, just use your initiative and look at the way real weapons wear