
Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 6, 2015 12:49 PM
Msg. 12706 of 12975
Quote: --- Original message by: Super FlankerQuote: --- Original message by: Skidrow925 For your charging handle, I (personally) would make it smaller and more symmetric, like how the G36 series is. Yeah I'm itching to go G36 too. Perhaps I will. BIO wise do you think this rifle fits the "Black Market" fire arm of the future regime? That is really what I intend for it to be, I can't imagine the U.N.S.C or any other human military branch employing a design like mine. With the G36 handle, being symmetric, it make the weapon more ambidextrous. Did you ever figure where you wanted shell ejection? Also, I get more of a "Private Contractor/Professional Mercenary" vibe from this weapon than just Black Market.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Dec 6, 2015 07:15 PM
Msg. 12707 of 12975
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 12, 2015 05:34 AM
Msg. 12708 of 12975
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Dec 12, 2015 05:07 PM
Msg. 12709 of 12975
Next objective: Lowpoly and Bake. Excellent work flanker!
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 12, 2015 09:14 PM
Msg. 12710 of 12975
Really digging the new charging handle. Started on a model of my own, working out design stuff right now, but general idea is there (I hope). an approximate reference Edited by Skidrow925 on Dec 12, 2015 at 10:43 PM
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Dec 13, 2015 01:24 AM
Msg. 12711 of 12975
I completely forgot this thread existed.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 19, 2015 06:31 AM
Msg. 12712 of 12975
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 19, 2015 11:54 AM
Msg. 12713 of 12975
Dammit, I was actually gonna finish that one too... Here's another from the sheet from awhile back that I actually did finish and then add a ton more too, I'm interested to see what you do with it. Actually, here's the entire sheet. The top one is the one I finished, and the bottom one I got quite a bit of work done on, but hadn't finished. Here's some of the top one (an older one because I cannot for the life of me figure out what I did with the high-poly, and in fact, it's actually missing a number of things I suck on there which is annoying) and a couple of a sniper varient that actually has some of hte modules I made, but is overall quite different  I'd upload the model, but you'd puke if you say the topo on this thing. Edited by Skidrow925 on Dec 19, 2015 at 12:00 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 20, 2015 05:53 AM
Msg. 12714 of 12975
Quote: --- Original message by: Skidrow925 Dammit, I was actually gonna finish that one too... Sorry xD, It was really only a 1 day fun exercise. Quote: --- Original message by: Skidrow925Here's another from the sheet from awhile back that I actually did finish and then add a ton more too, I'm interested to see what you do with it. Actually, here's the entire sheet. http://i1121.photobucket.com/albums/l505/Skidrow925/Sketches/Image7.jpg The top one is the one I finished, and the bottom one I got quite a bit of work done on, but hadn't finished. Those concepts are pretty neat considering they are rough-ins, I also love how a few of the shapes resemble parts of the AUG my favourite bullpup.
btw I'm currently in the middle of an skunk works project, It may be a few weeks before I can resume my normal service. (I've been so busy I even had to halt the qr762 lowpoly&bake. srry burney) The key to good topology is relying less on auto loop tools and directing your own edge flow using the vertex/face cutting tools. Moderately related: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-EC3DD1B9-6524-418C-B18C-567938A9DD24.htm,topicNumber=d30e53174 Edited by Super Flanker on Dec 20, 2015 at 06:06 AM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 21, 2015 11:03 PM
Msg. 12715 of 12975
Quote: --- Original message by: Super FlankerQuote: --- Original message by: Skidrow925 Dammit, I was actually gonna finish that one too... Sorry xD, It was really only a 1 day fun exercise. Quote: --- Original message by: Skidrow925Here's another from the sheet from awhile back that I actually did finish and then add a ton more too, I'm interested to see what you do with it. Actually, here's the entire sheet. http://i1121.photobucket.com/albums/l505/Skidrow925/Sketches/Image7.jpg The top one is the one I finished, and the bottom one I got quite a bit of work done on, but hadn't finished. Those concepts are pretty neat considering they are rough-ins, I also love how a few of the shapes resemble parts of the AUG my favourite bullpup.
btw I'm currently in the middle of an skunk works project, It may be a few weeks before I can resume my normal service. (I've been so busy I even had to halt the qr762 lowpoly&bake. srry burney) The key to good topology is relying less on auto loop tools and directing your own edge flow using the vertex/face cutting tools. Moderately related: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-EC3DD1B9-6524-418C-B18C-567938A9DD24.htm,topicNumber=d30e53174 Edited by Super Flanker on Dec 20, 2015 at 06:06 AM Yeah the topo is mainly crap because I wasn't aware of the proper method on insetting holes, and so chose the quick and easy path. The Dark Sid-- I mean boolean operations. I don't do it anymore because of the headaches involved in turbosmoothing it. I'll probably fix that SMG thing at some point though. And yes, the AUG is the best bullpup. On a different note, here's some origins for the H1 pistol that I'm going to re animate as practice. I'm still not sure I like the left hand, but it's kind of awkward to put it pretty much anywhere. I think it actually kind of came out like the regular H1 origins, albeit a bit higher (at R93's insistance)
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 22, 2015 12:15 AM
Msg. 12716 of 12975
Left hand isn't too bad. Just the thumb seems a little out of place.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 22, 2015 01:14 PM
Msg. 12717 of 12975
Left thumb should really wrap around something.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 22, 2015 02:51 PM
Msg. 12718 of 12975
I do use refs. I even have one sitting on my desk. And I think it's good. I went ahead and did a reload animation (which is still being worked on, because the last part is horrid still) since reload is the focus of what I'm doing anyway. I think I'll go and re-make all the animations. Good practice. Needs smoothed out more too,, and more time for the mag to actually fall out. Other things? Edited by Skidrow925 on Dec 22, 2015 at 03:17 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 22, 2015 03:09 PM
Msg. 12719 of 12975
Quote: --- Original message by: Skidrow925I do use refs. I even have one sitting on my desk. https://gyazo.com/a16acfbf12534dd279148f4b626a5d41 And I think it's good. I went ahead and did a reload animation (which is still being worked on, because the last part is horrid still) since reload is the focus of what I'm doing anyway. I think I'll go and re-make all the animations. Good practice. https://zippy.gfycat.com/ImmaterialBriskIrishsetter.gif Needs smoothed out more too,, and more time for the mag to actually fall out. Other things? Pull the left hand back to the left a little more as the player brings a fresh mag into view, it looks a little like he is getting the new mag straight from where the old mag dropped. Otherwise qeewl.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 22, 2015 03:24 PM
Msg. 12720 of 12975
Quote: --- Original message by: Super FlankerQuote: --- Original message by: Skidrow925I do use refs. I even have one sitting on my desk. https://gyazo.com/a16acfbf12534dd279148f4b626a5d41 And I think it's good. I went ahead and did a reload animation (which is still being worked on, because the last part is horrid still) since reload is the focus of what I'm doing anyway. I think I'll go and re-make all the animations. Good practice. https://zippy.gfycat.com/ImmaterialBriskIrishsetter.gif Needs smoothed out more too,, and more time for the mag to actually fall out. Other things? Pull the left hand back to the left a little more as the player brings a fresh mag into view, it looks a little like he is getting the new mag straight from where the old mag dropped. Otherwise qeewl. Yeah, the mag in is what's bugging me. I think I've improved it here, but it still needs work.  Perhaps have him hold the gun at more of an inward angle?
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 23, 2015 05:14 AM
Msg. 12721 of 12975
Quote: --- Original message by: Skidrow925Quote: --- Original message by: Super FlankerQuote: --- Original message by: Skidrow925I do use refs. I even have one sitting on my desk. https://gyazo.com/a16acfbf12534dd279148f4b626a5d41 And I think it's good. I went ahead and did a reload animation (which is still being worked on, because the last part is horrid still) since reload is the focus of what I'm doing anyway. I think I'll go and re-make all the animations. Good practice. https://zippy.gfycat.com/ImmaterialBriskIrishsetter.gif Needs smoothed out more too,, and more time for the mag to actually fall out. Other things? Pull the left hand back to the left a little more as the player brings a fresh mag into view, it looks a little like he is getting the new mag straight from where the old mag dropped. Otherwise qeewl. Yeah, the mag in is what's bugging me. I think I've improved it here, but it still needs work. https://zippy.gfycat.com/LargePleasingEelelephant.gifPerhaps have him hold the gun at more of an inward angle? Personal preference but more emphasis should be made in a new magazine being slotted into the well. I also think the "fresh mag hand" needs to come more from the left as a new mag is bought into view. I haven't animated in a while but if your struggling workflow wise. Avoid trying to get the animation as perfect as possible on the first couple of tries. Instead focus on getting all the movements in the animation correct. Then once you are happy move on to the next stage which I would imagine being: improving speed, cutting out any useless frames & lastly employing more depth and smoothness where neccessary. Curve editor makes a world of difference too: http://m.youtube.com/watch?v=SgtC25pediM http://m.youtube.com/watch?v=Rw3rJUawBCoEdited by Super Flanker on Dec 23, 2015 at 05:15 AM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Dec 23, 2015 05:23 PM
Msg. 12722 of 12975
@Mooks tfw thats exactly what i showed him when he started. His main keys had promise but he only had 4 and then the flow was messy. He fixed it in part by ephasizing the mag in but it still lacks something ehich i personally cant put into words.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 23, 2015 07:09 PM
Msg. 12723 of 12975
Yeah, I'm just gonna try back from the start again with new keyframes and all that. First revision of new keyframes, getting a rough idea of what I want Edited by Skidrow925 on Dec 23, 2015 at 09:19 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 24, 2015 08:31 AM
Msg. 12724 of 12975
Quote: --- Original message by: Skidrow925Yeah, I'm just gonna try back from the start again with new keyframes and all that. First revision of new keyframes, getting a rough idea of what I want https://zippy.gfycat.com/HastyNauticalColt.gif Edited by Skidrow925 on Dec 23, 2015 at 09:19 PM The left hands role looks spot on.
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Dec 30, 2015 06:52 AM
Msg. 12725 of 12975
After some time, I finally had the chance the work on my custom pistol. Progress so far: Changes from the original: -Trigger is thinner -Bolts now have a more logical position -X-holes are well placed -Barrell and stock are longer -Removed the rectangular supports behind the grip, and made the back grip more curved -Changed the back button -Added the magazine cover. The energy clip goes here: Feedback is welcome, of course
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Dec 30, 2015 06:33 PM
Msg. 12726 of 12975
Personally I'd say to take the front end of the gun and make it longer, and make the front of magazine cover flush with the front of the grip. Ergonomics go a long way for weird designs, so try to think about what would make the gun more comfortable to hold overall.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Jan 12, 2016 05:41 AM
Msg. 12727 of 12975
from the side you have a lot of straight horizontals and verticals (front, muzzle, details on bottom of receiver, even those 10 circular indentations simplify into a larger rectangular shape) that are stagnating the "flow" of the design? if that makes sense? they're sectioning the weapon in very flat, regular, and obstructive ways. then u have this one diagonal piece that juts out all akimbo with no/few other matching design elements, making the grip feel a little out of place (i know grips are generally diagonal i'm saying you should introduce more diagonality to the gun overall) this is my stab at a variation on your design, trying to illustrate the changes i talked about above it might also just be that your pistol is short (front to back)? or tall.. the proportions look a little iffy but i guess that's fine if it's an energy pistol or something that isn't used by humans or w/e but just comparing it to other pistols i've seen it looks tall and stubby (and i dont mean that disparagingly, just cant think of any other words haha) that said though your edges look pretty good, and the geo of the grip itself seems to be handled well (hard to tell without an isoline wireframe but i don't see any errors so that's a good sign) although the front of the muzzle "housing" (?) and the front of the clip hatch cover look like they might be a little too tight (its usually better to make your high poly stuff softer than harder, the tighter your support edges are, the less pixels of normal info each corner gets, meaning tighter edges = less resolution for your engine to work off of as it calculates the lighting n stuff) i think there should be a transitional piece (just something to bridge the gap) between the bottom of the grip and the "magazine cover", since they just kind of stick into each other right now, also try to keep in mind how the pieces themselves are fabricated, right now it looks like the grip and the receiver are all one big object, when in reality they'd have been machined separately and assembled. that piece with the X on it also has some smoothing issues on the side, try reassessing your control edges in that area, you might need some extra ones i recognize a lot of this design feedback is a little late now that you're already into high poly but i wrote it all out so i might as well post it, hope it helps somewhat. Edited by UnevenElefant5 on Jan 12, 2016 at 05:45 AM
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jan 12, 2016 12:16 PM
Msg. 12728 of 12975
Woah, UnevenElefant is still here!?
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Jan 12, 2016 01:13 PM
Msg. 12729 of 12975
Quote: --- Original message by: UnevenElefant5from the side you have a lot of straight horizontals and verticals (front, muzzle, details on bottom of receiver, even those 10 circular indentations simplify into a larger rectangular shape) that are stagnating the "flow" of the design? if that makes sense? they're sectioning the weapon in very flat, regular, and obstructive ways. then u have this one diagonal piece that juts out all akimbo with no/few other matching design elements, making the grip feel a little out of place (i know grips are generally diagonal i'm saying you should introduce more diagonality to the gun overall) http://i.imgur.com/fFuQ9Qz.jpg this is my stab at a variation on your design, trying to illustrate the changes i talked about above it might also just be that your pistol is short (front to back)? or tall.. the proportions look a little iffy but i guess that's fine if it's an energy pistol or something that isn't used by humans or w/e but just comparing it to other pistols i've seen it looks tall and stubby (and i dont mean that disparagingly, just cant think of any other words haha) that said though your edges look pretty good, and the geo of the grip itself seems to be handled well (hard to tell without an isoline wireframe but i don't see any errors so that's a good sign) although the front of the muzzle "housing" (?) and the front of the clip hatch cover look like they might be a little too tight (its usually better to make your high poly stuff softer than harder, the tighter your support edges are, the less pixels of normal info each corner gets, meaning tighter edges = less resolution for your engine to work off of as it calculates the lighting n stuff) i think there should be a transitional piece (just something to bridge the gap) between the bottom of the grip and the "magazine cover", since they just kind of stick into each other right now, also try to keep in mind how the pieces themselves are fabricated, right now it looks like the grip and the receiver are all one big object, when in reality they'd have been machined separately and assembled. that piece with the X on it also has some smoothing issues on the side, try reassessing your control edges in that area, you might need some extra ones i recognize a lot of this design feedback is a little late now that you're already into high poly but i wrote it all out so i might as well post it, hope it helps somewhat. Edited by UnevenElefant5 on Jan 12, 2016 at 05:45 AM Well, thank you for your seggestions! The design is a bit drastical if compared to how I originally did my pistol, so I don't know if I'll be able to incorporate all those changes, considering how far I went with the high poly, but I'll do my best. Actually I've already started unrapping the low poly, because it was a while since I received some feedback, but that doesn't matter EDIT: Would be good if I could find some references and tips about weapon design. Most of the time, when I draw a custom weapon, I just merge existing designs and play with my imagination, trying -at the same time- to make something that makes sense and seems functional Edited by SOI_7 on Jan 12, 2016 at 01:16 PM
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john117
Joined: Jul 3, 2012
What fun is there in making sense?
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Posted: Jan 21, 2016 05:56 PM
Msg. 12730 of 12975
Quote: --- Original message by: t3h m00kz I think you can do a little better than a bunch of convexed domes along the slide. It could be a little more interesting than that. Like what? I think you could probably tell him useful ideas rather than saying "Make it more interesting", that does not help a designer at all.
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_Reus
Joined: Aug 21, 2015
Legendary
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Posted: Jan 22, 2016 11:12 AM
Msg. 12731 of 12975
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jan 25, 2016 07:59 AM
Msg. 12732 of 12975
"MAWS" (Modular Assault Weapon System) As the title suggests this particular asset is designed with multi-functionality in mind. The base set-up covers everything you need to customize the rifle to YOUR needs.
Here are most if not all of the attachments I currently have modelled in various stages of progression:"Flip to side mount":
"MAOS": (Magnification Aided Optical Sight)
Vertical Fore Grip: Gas Block Shield + Additional Side Mounting Platform: Flash Light Integrated Grip w/radio communication enhancing abilities:
Rudimentary FP View: - Topology - It's been roughly a month since I first embarked on this project with r93, so I thought why not share what I have with brilliant minds of the community?
I'm completely open to all positive forms of criticism and feedback which help elevate the growth of my design to it's fullest potential. Specifically I would like to know what you personally feel about the overall concept, whether I have or haven't nailed down a "modular tone" and of course parts which you generally dislike and more importantly why you dislike them. We haven't covered much lore wise so I'll leave that route open to your imaginations.
I'd really appreciate visual cues & examples if you feel I need to change or add to the existing shape.Edited by Super Flanker on Jan 25, 2016 at 10:26 AM
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pablolinkone
Joined: Feb 15, 2015
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Posted: Jan 25, 2016 10:17 AM
Msg. 12733 of 12975
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Jan 25, 2016 10:28 AM
Msg. 12734 of 12975
Pretty cool, but I'm not getting a "modularity" vibe so much as "attachments galore" Personally, modularity would involve changes to the functionality of the weapon, for example, different barrels for different things, maybe have it capable of dual chambering assault rounds and full cartridge rounds (DMR/BR functionality) with a double mag well (one that supports a longer narrower BR mag, and a shorter wide AR mag) or something? I quite enjoy the actual design of it though, and it could use some more attachments. I.E. Suppressor, open sight, AN/PEQ box (unless that one thing already has that function?) undermounted swag al la GL/SG, fancy stuff like heartbeat sensor and other random junk from that one game. Just some ideas.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jan 25, 2016 12:02 PM
Msg. 12735 of 12975
Could we see how the model is subdivided with different color of objects ?
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 25, 2016 02:24 PM
Msg. 12736 of 12975
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Jan 25, 2016 03:33 PM
Msg. 12737 of 12975
Looks like a generic starting gun of any generic futuristic fps.
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VoidsShadow
Joined: Aug 27, 2012
Kick back, drink a chai!
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Posted: Jan 25, 2016 04:05 PM
Msg. 12738 of 12975
Woah, Kinnet! This isn't r/RoastMe! Thanks for the laugh.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jan 25, 2016 04:16 PM
Msg. 12739 of 12975
Halo is a generic futuristic fps, sorry.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 4, 2016 10:28 AM
Msg. 12740 of 12975
Quote: --- Original message by: Skidrow925 Pretty cool, but I'm not getting a "modularity" vibe so much as "attachments galore" Personally, modularity would involve changes to the functionality of the weapon, for example, different barrels for different things, maybe have it capable of dual chambering assault rounds and full cartridge rounds (DMR/BR functionality) with a double mag well (one that supports a longer narrower BR mag, and a shorter wide AR mag) or something?
I quite enjoy the actual design of it though, and it could use some more attachments. I.E. Suppressor, open sight, AN/PEQ box (unless that one thing already has that function?) undermounted swag al la GL/SG, fancy stuff like heartbeat sensor and other random junk from that one game. Just some ideas. Awesome thanks for the response and Ideas. I already have a 2 suppressors made, (I'll show them off later) and I'm planning to make a few flip up sights or something of that nature.
A GL doesn't sound like half a bad idea but Idea but eh.....I don't know it's already been done to death and so has the sg. Dual Mag support is something I might want to implement though.
Heartbeat sensor doesn't feel practical at all imao. Spartans and odst's already have the functionality built into their respective visrs, as for marines.....pretty sure those eye pieces do something trackerish and tbh I don't want to much stuff clouding up the silhouette.
Quote: --- Original message by: t3h m00kz get that thing into unreal engine bro dew it Sorry mookie I don't use unreal. Never even installed it......(don't rek me plse)Quote: --- Original message by: bourrin33 Could we see how the model is subdivided with different color of objects ? Sure minus the attachments because that would take too long. So updates. Apologies for dropping off the radar but I was sorta sick and actually still kinda so.....yeah.....I don't enjoy sneezing and vomiting all over my keyboard.
Anyway I decided to reiterate the magnifier/scope or whatever it is: Apart from that there has not been many other 'major' changes.
The next part which I am going to dedicate my self to will be the EOSight depicted here: Now I should mention that I've considered completely overriding the artists decision to implement a holo sight into the setup predominantly due to the fact that I have re-iterated this piece 5 times already and each time I've summarized that it's garbage and screws up the silhouette and the fp view.
To give you an idea here is an image of a blockout I made a while a go just to see how all the parts of the gun would correlate together. So as you should be able to make out the holo eo sight which just screws up the flow imo. Personally I don't feel that any design would make sense in this spot any more or maybe I'm just too exhausted at looking at the reference? Whatever the case I'd like to know your opinions on what would work, how it would work and why.
So yeah ideas please! I live for them.
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