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Thread: [WIP] Halo: Reach's assault rifle

  1. #21
    Neanderthal Dwood's Avatar
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    Re: [WIP] Halo: Reach's assault rifle

    Change the render angle!!!
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  2. #22
    a bit of the old in-out Roostervier's Avatar
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    Re: [WIP] Halo: Reach's assault rifle

    it isnt too many sides, depending what hes planning to do with it. for something like crysis or udk it would be fine, although i still wouldnt give it that many sides. you could also be using more tri-conservative methods of modeling, but otherwise the modeling itself doesnt seem to have any major problems
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  3. #23
    got dam forumers.... SnaFuBAR's Avatar
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    Re: [WIP] Halo: Reach's assault rifle

    He said it's for CE. Also, he has to strike a balance with the polygon useage. He has a lot of sides for the barrel, while the silhouette of the upper part is SEVERELY lacking polies. He could also bring down the number of sides on the barrel and increase them on the gas tube and flashlight, that way in fp they all seem evenly round.

    Also, please don't tell me you modeled those bumps as phillips head screws.
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  4. #24
    Looking for a concept gig Chainsy's Avatar
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    Re: [WIP] Halo: Reach's assault rifle

    I think in a sense, both of you are right. You need to learn to cultivate your own creativity using inspiration, but it is also very necessary to take a look at others work and try out their styles simply to become a well rounded artist and you may come to integrate some technique from them that render a feature in your style obsolete. A good example of a person who has gone too far in just simply copying is hunter (not calling you out hunter you are a great modeler, you just need some god damn creativity) and I am sure he has a pain getting out of that rut. So balance. Middle way. Buddhism bullshit.

    edit- my bad, didn't notice the other 2 pages this was adressed at iron and nueros convo.
    Last edited by Chainsy; February 3rd, 2010 at 04:52 PM.
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  5. #25
    Bring it Nero's Avatar
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    Re: [WIP] Halo: Reach's assault rifle

    Quote Originally Posted by Shockwave View Post
    Hi there !
    I continued my model of assault rifle with 9 hours of work.
    Didn't see this part.You are spending way to much time if it took you 9 hours.
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  6. #26

    Re: [WIP] Halo: Reach's assault rifle

    He's new to it. Cut him some slack. My first model (an M6D in Blender) took me well over 4-5 hours, and it wasn't nearly as detailed as what this guy's got so far.

    For a first attempt it's not bad, but do try to take these guy's advice. Keep stuff as low-poly as possible. ESPECIALLY if it's going into the Halo engine.
    Last edited by t3h m00kz; February 4th, 2010 at 01:52 AM.
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  7. #27
    Animator Shockwave's Avatar
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    Re: [WIP] Halo: Reach's assault rifle


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  8. #28
    Senior Member Hunter's Avatar
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    Re: [WIP] Halo: Reach's assault rifle

    Try and finish it now instead of posting more pictures which look the same. (Which I used to do, and still do sometimes...)

    And please stop saving pictures as png's.
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  9. #29
    Animator Shockwave's Avatar
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    Re: [WIP] Halo: Reach's assault rifle

    Quote Originally Posted by Hunter View Post
    Try and finish it now instead of posting more pictures which look the same. (Which I used to do, and still do sometimes...)

    And please stop saving pictures as png's.
    Ok sorry! But why no png ? It's a great quality
    Oh! And how I can know the number of triangles?
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  10. #30
    Bring it Nero's Avatar
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    Re: [WIP] Halo: Reach's assault rifle

    Click object> Right click> Convert to> Mesh> Find the triangle looking tool (that is filled in like the rectangle face)> Ctrl+A>Look under the button "paste", a count of some sort should be displayed there.
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