Rephrase: If I add something to the gun that might not be known in real life, well, thats my problem. happy guys?
Rephrase: If I add something to the gun that might not be known in real life, well, thats my problem. happy guys?
Last edited by Joshflighter; July 18th, 2009 at 03:51 PM.
Teh lag is right. Also, I did keep it there, these guys brought it here lag. Big diff.![]()
Last edited by Joshflighter; July 18th, 2009 at 03:47 PM.
That's nice, how about you keep it there where it belongs instead of cluttering it up here?
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Quick sledgehammer I modeled and textured today. The angle looks like the handle of the hammer is getting smaller.
Last edited by Newbkilla; July 18th, 2009 at 06:53 PM. Reason: Updated skin...
Make the head round.
Example:
Also after looking at that picture. The hammer would look more real if you put wear on the side of the head like in this hammer.
I don't know, I was partially going off of this reference, and others on the internet. http://tiros.diinoweb.com/files/cg-p...Metal-Base.jpg
I would have to re-texture though, I cant add more sides to the s hammer without re unwrapping.
Will do about the sides though.
^ preserve UVs ftw.
Ignore the silly lighting, I put a light inside there to just light up the inside of it (it's a light anyhow, there should be light coming from there :P)
The plane to the left of it all is just a pane of glass that will be covering the main part of the light, this is going to be going into UT3 for my scene.
1718 Tris
I don't nearly like this one as well as the other ones. This is yet again, a box, maybe I should start doing more high poly unwraps...
Lockers don't normally have knobs
What is that left hand bottom corner 'watermark' type thing I see? Also, sledgehammer is nice. Can't really be simple enough there. Looks like a sledgehammer should look, or would. I like the geometric octagon more then a cylindrical end. Less tricount and overall looks sexier.
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