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Concept Rifles
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Topic: Concept Rifles (Read 18150 times)
Firstinaction
Turrets: +18/-131
Posts: 638
My greatest map so far- DRIFT... colony 15
Re: Concept Rifles
«
Reply #150 on:
July 01, 2011, 08:48:16 PM »
Ok well after getting back into modeling and animating with blender. I decided to get back to making some concept weapons for other reasons.
I made this the other day(took about 20 min to model)
Im showing this to the public because I want some feedback and ideas to add.
Its just a concept so far... I will be modeling so more until I get my pc and mac back to normal...
F1rst19
By
f1rst19
at 2011-06-28
By
f1rst19
at 2011-06-28
Feedback is much appreciated
«
Last Edit: July 01, 2011, 08:52:22 PM by Firstinaction
»
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swamp-cecil
Turrets: +80/-163
Posts: 770
http://www.grangersba.com/repo/base/
Re: Concept Rifles
«
Reply #151 on:
July 05, 2011, 12:46:23 AM »
The back of the gun seems too blocky and where's your ammo case? I would put it nesr the hand "cushions". Talking about the hand cushions, I would make them less blockier. The blocks near the thing that comes out of the back of the gun seems weird. How are you going to pull the trigger on that gun? theres no space to fit finger there from the point in which you hold the gun! The nozzle is a bit too long. shorten it by a bit. The back where you put it on your shoulder is too blocky. Make it like the default rifle's. I like your mollywope. The middle looks like a Lcannon. Your Rifle with the hand holding it looks more like a shotgun.
The most important thing I find is that you should stop making rifles and start other weapons/upgrades/buidables/classes.
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Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Plague Bringer
Turrets: +147/-187
Posts: 3811
Re: Concept Rifles
«
Reply #152 on:
July 06, 2011, 08:20:26 PM »
I think that last one looks a little silly, like it should be in Battlefield: Heros or S4 League. Also, you're good at assembling shapes, but your models seem to have gaps and spaces in them where parts should fit seamlessly together.
Try looking at real guns, determining the function of their parts, and modeling a gun that looks (and would be) functional (as well as cool!).
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U R A Q T
Firstinaction
Turrets: +18/-131
Posts: 638
My greatest map so far- DRIFT... colony 15
Re: Concept Rifles
«
Reply #153 on:
July 13, 2011, 08:20:58 PM »
OK Im back in action------
Got my mac back and I will be doing some modeling and animation soon...
here is just a concept I have been working on for a couple of hours...
All made by me from scratch...
hands and texture- texture hay I cant texture that well soooooo.....
glove is a model itself attached to the hand, not a texture
With all the random different colors is because it divides the models parts up easily for being textured or skinning.
For now- any suggestions for the hand and please post feedback on the concept as well plz
also the hand model is meant to be low poly...
1st person view
By
f1rst19
at 2011-07-13
By
f1rst19
at 2011-07-13
By
f1rst19
at 2011-07-13
By
f1rst19
at 2011-07-13
«
Last Edit: July 13, 2011, 08:22:55 PM by Firstinaction
»
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My Website-
https://sites.google.com/site/first19maps/
Nux
Turrets: +257/-69
Posts: 1733
Re: Concept Rifles
«
Reply #154 on:
July 13, 2011, 09:19:45 PM »
Looks kinda nice.
The worst part of it is the back end though. I'd thin the grip and remove the stock. If you want a stock then make it look like it's detachable/retractable or at least smooth out those unnecessary lumpy bits.
Keep up the good work!
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'Nux sux'.. Man, that's catchy!
Firstinaction
Turrets: +18/-131
Posts: 638
My greatest map so far- DRIFT... colony 15
Re: Concept Rifles
«
Reply #155 on:
July 15, 2011, 05:35:35 AM »
http://youtu.be/6H_iEIYcotY
4 words
My best reload ever
feed back please
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CorSair
Turrets: +14/-0
Posts: 431
Never trust a bartender with bad grammar.
Re: Concept Rifles
«
Reply #156 on:
July 15, 2011, 10:19:59 AM »
Not bad at all.
The action itself is really smooth, and it is realistic.
But...
In my opinion, gun should raise 45 degrees, when clip bolts off. The current action seems that gun butt drops from shoulder, then rotates 90 degrees, thus looking bit clumsy.
One another type of reload idea: Left hand should keep gun straight and supported to shoulder, and reload should happen on right hand.
If you could provide 3rd person view, this could give whole lot idea how it would be reloaded.
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Chomps123
Turrets: +4/-15
Posts: 339
Re: Concept Rifles
«
Reply #157 on:
July 20, 2011, 04:19:58 PM »
I thought that the reload was very nice.
The only problemb is when the new clip get put in how the gun is pointing almost stright up.
I'm pretty sure my hand cant flex like that at all.
Here's a little bit of advice:
Get a gun that look almost similar to your model and reload a few times and remember it, then take what you did into the animation.
There's my five cents.
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Don't just live life with work.
Find some time every day to have some fun.
Nux
Turrets: +257/-69
Posts: 1733
Re: Concept Rifles
«
Reply #158 on:
July 20, 2011, 04:24:53 PM »
Quote from: Chomps123 on July 20, 2011, 04:19:58 PM
Here's a little bit of advice:
Get a gun
Works for me.
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'Nux sux'.. Man, that's catchy!
Kasofa
Turrets: +5/-2
Posts: 69
/Sarcasm
Re: Concept Rifles
«
Reply #159 on:
July 21, 2011, 11:51:31 PM »
Chomps' advice seems the most applicable here, I too thought that pointing a gun straight up to slam a clip in seemed a little odd. If I was reloading a heavy gun (or any gun (limited experience)) I would probably keep the gun in between 20° and 50°, so I could use the weight of the gun to brace it when forcing the clip up.
tl;dr, I have found that my arm can't bend like that either, don't tilt the gun so far up unless you want to snap your wrist when you reload.
Keep posting progress, this is all much better than anything I've done so far.
-K
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Turtles Forever
Firstinaction
Turrets: +18/-131
Posts: 638
My greatest map so far- DRIFT... colony 15
Re: Concept Rifles
«
Reply #160 on:
July 22, 2011, 12:06:33 AM »
http://www.youtube.com/watch?v=v7vquYTfZ_k&feature=youtube_gdata_player
Just practice
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RAKninja-Decepticon
Turrets: +14/-673
Posts: 758
:dretch: :basilisk: :tyrant: and Decepticon
Re: Concept Rifles
«
Reply #161 on:
July 22, 2011, 12:07:04 AM »
Quote from: Kasofa on July 21, 2011, 11:51:31 PM
Chomps' advice seems the most applicable here, I too thought that pointing a gun straight up to slam a clip in seemed a little odd. If I was reloading a heavy gun (or any gun (limited experience)) I would probably keep the gun in between 20° and 50°, so I could use the weight of the gun to brace it when forcing the clip up.
tl;dr, I have found that my arm can't bend like that either, don't tilt the gun so far up unless you want to snap your wrist when you reload.
Keep posting progress, this is all much better than anything I've done so far.
-K
generally, in the real world, you want to be able to reload without removing the rifle from the firing position. doing otherwise means that you lose your "sight picture" as it is called, and you have to recalibrate your aim.
still, in trem, where all the firing is "from the hip" rather than a proper rifle firing position, i hardly think it matters.
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Firstinaction
Turrets: +18/-131
Posts: 638
My greatest map so far- DRIFT... colony 15
Re: Concept Rifles
«
Reply #162 on:
July 23, 2011, 04:23:46 PM »
I finally figured out gimp and decided to look into texturing. My first textured model. This is a rifle that I created taking 1 hour to make and too texture taking 5 hours, because of looking at gimp tutorials at the same time...
Introducing the X-FI13
rifle concept
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Firstinaction
Turrets: +18/-131
Posts: 638
My greatest map so far- DRIFT... colony 15
Re: Concept Rifles
«
Reply #163 on:
July 23, 2011, 04:31:16 PM »
Been working on hands-
https://picasaweb.google.com/lh/photo/NS9_yNEjCJk9xtOkFecEscOlu-jh8KQcssiC7e28eKo?feat=directlink
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vcxzet
Turrets: +17/-13
Posts: 389
Re: Concept Rifles
«
Reply #164 on:
July 23, 2011, 04:52:07 PM »
hand looks cool but can't really tell without more images
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Plague Bringer
Turrets: +147/-187
Posts: 3811
Re: Concept Rifles
«
Reply #165 on:
July 23, 2011, 05:25:33 PM »
Quote from: Firstinaction on July 23, 2011, 04:23:46 PM
I finally figured out gimp and decided to look into texturing...
Finally. Looks good!
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U R A Q T
kharnov
Spam Killer
Turrets: +46/-786
Posts: 478
I AM VERY FIRM
Re: Concept Rifles
«
Reply #166 on:
July 23, 2011, 05:29:11 PM »
These look great, First!
The only question is, how will the hands look when you switch to a battlesuit? Will they still look like the regular unarmored hands?
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Firstinaction
Turrets: +18/-131
Posts: 638
My greatest map so far- DRIFT... colony 15
Re: Concept Rifles
«
Reply #167 on:
July 23, 2011, 10:49:56 PM »
Quote from: kharnov on July 23, 2011, 05:29:11 PM
These look great, First!
The only question is, how will the hands look when you switch to a battlesuit? Will they still look like the regular unarmored hands?
Kharnov good thinking... good thinking...
I didnt think of that...
I might make some more robotic type/arm thing for battlesuit later but for now
any feedback of these early shots
Spoiler alert-
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This shot is when the hand didnt have a good grade of texture in it.
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Pazuzu
Turrets: +50/-12
Posts: 987
GRANGER IS NOT FOR MEME.
Re: Concept Rifles
«
Reply #168 on:
July 23, 2011, 10:54:45 PM »
Quote from: Firstinaction on July 23, 2011, 10:49:56 PM
Spoiler alert-
Whoa, how did you... whoa.
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Quote from: Tremhelper on September 05, 2011, 08:14:46 PM
ok, can you give me the tool thingy app that can code?
Nux
Turrets: +257/-69
Posts: 1733
Re: Concept Rifles
«
Reply #169 on:
July 23, 2011, 11:40:12 PM »
If you made all that yourself, then good job!
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'Nux sux'.. Man, that's catchy!
jm82792
Turrets: +9/-34
Posts: 627
Re: Concept Rifles
«
Reply #170 on:
July 24, 2011, 12:42:24 AM »
Nice modeling, I can't model worth beans.
Texture painting within Blender is nice for a lot of stuff.
However, you should consider using GIMP, as you can get better results for more complex stuff.
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Haraldx
Turrets: +14/-69
Posts: 371
Kicking human asses since 2006
Re: Concept Rifles
«
Reply #171 on:
July 25, 2011, 04:25:19 PM »
Great to see some progress from your side. You have indeed progressed. The hands look great, the rifle may need a little more work, but it looks good too. I'm proud you have grown out of the "newbie" level and progressed to "Intermediate" level.
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Quote from: Tremhelper on June 16, 2011, 11:48:36 PM
...princibles of judgement do not apply to me.
Quote from: J3lackStar on July 14, 2011, 07:11:54 PM
I JUST MINED ANIMATED CREATURES
Plague Bringer
Turrets: +147/-187
Posts: 3811
Re: Concept Rifles
«
Reply #172 on:
July 25, 2011, 05:20:23 PM »
I think they look a little cartoony. They remind me of BF:H.
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U R A Q T
jm82792
Turrets: +9/-34
Posts: 627
Re: Concept Rifles
«
Reply #173 on:
July 25, 2011, 10:33:59 PM »
None of this crap is easy.
He is done well modelling, now he needs to branch out and get better(heck he is doing great as it is).
Right when you think your good, go to cg society and then the gallery
It's painful, people there are in a totally different universe.
http://forums.cgsociety.org/forumdisplay.php?f=121
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Firstinaction
Turrets: +18/-131
Posts: 638
My greatest map so far- DRIFT... colony 15
Re: Concept Rifles
«
Reply #174 on:
July 26, 2011, 03:58:56 PM »
Spoiler alert
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Haraldx
Turrets: +14/-69
Posts: 371
Kicking human asses since 2006
Re: Concept Rifles
«
Reply #175 on:
July 26, 2011, 05:44:59 PM »
What's up with the thumb? Also, what's with the spoiler alert? Also, you don't hold the chaingun there - you hold it by the thing above it.
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Quote from: Tremhelper on June 16, 2011, 11:48:36 PM
...princibles of judgement do not apply to me.
Quote from: J3lackStar on July 14, 2011, 07:11:54 PM
I JUST MINED ANIMATED CREATURES
jm82792
Turrets: +9/-34
Posts: 627
Re: Concept Rifles
«
Reply #176 on:
July 27, 2011, 04:36:17 AM »
Quote from: Haraldx on July 26, 2011, 05:44:59 PM
What's up with the thumb? Also, what's with the spoiler alert? Also, you don't hold the chaingun there - you hold it by the thing above it.
Thumbs are known for not being easy to model, rig or otherwise make realistic easily.
Yes, he needs to have the hand carrying the chaingun.
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swamp-cecil
Turrets: +80/-163
Posts: 770
http://www.grangersba.com/repo/base/
Re: Concept Rifles
«
Reply #177 on:
August 18, 2011, 04:58:19 PM »
I image holding the chaingun with one hand on top, and one on the bottom near the spinny thinger. Remember to make different hands for the bsuit!
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Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
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