But hey, if we need an extra hand, we'll call ya!
Though nobody mentioned to me back when I was still tweaking the concept that there were too many buttons/they wouldn't have been on the coat tails. So sorry if its not as accurate as it could have been.
Although my intentions were that because it wasn't a full length Greatcoat, it could have been cropped down, because of the few reference images I did have, the buttons extended partially below the belt:
texture done! firts time i try to texture a weapon
That green is too saturated.
It could also have some paint scratches here and there. ATM its a little bland.
Must just be the Blender viewport then. Whats it look like in engine?
It still looks very.... plain.
The fact that it's perfectly cylindrical and there's nothing interesting might have something to do with that. Take for instance another rocket launcher equally "plain":
Notice not only the paint + wear, but that they also managed to make it look dirty despite being colored black.
Give the texture some more personality, and maybe some dings+dents, and you're looking at a pretty decent weapon. Your current iteration is on the right track, it just needs a bit more to it.
Another thing I would recommend is to ruin the weapon's symmetry. The black box achieves this with the metal straps near the front - notice how they are not strapped on straight. If you modeled something asymmetrical on your green rocket launcher, it would feel less like a cylinder and more like a weapon.
Out of curiosity, is it possible to make a sniper rifle that's a bullpup model?
So rather than the mag & rest of the firing mechanism located in front of the trigger group, it's actually behind it.
Would assume they meant without new animations. Which, since the sniper rifle doesn't reload by magazine anyway, might not be needed, depending on where you put the mechanisms.
Hell, the default rifle model clips with the default animations in third person, doubt that'd be an issue.
Well, I'm thinking that it'll still use the default reload animations, but I'm just asking if it can be done given how long Bullpup rifles tend to be.
I mean this can easily be fixed by shortening it, but I thought I'd ask out of general curiousity
Stop snipping quoted posts. Whats the point of quoting them then?
hi guys, ok so looks like i already solve the problem with one side (thanks to gigazelle)
but... what can i put on this side? this is the side that will face the player, i dont want to put another black line cause it will break the idea that its a cylinder.
You can move the label from the other side to this one and make it bigger.
You don't need some labels or decals or whatever visual gimmick. Have some nice solid brush strokes and a good spec map and thats all you need. Look at the Black Box, default RL, Direct hit.
we made a green tube look cool, thanks to all for the help.
model by: Spike Nitros
Some rifle silhouettes; Top one's inspired by the FAMAS & the bottom is a Kel-Tec RDB
I might try to draw up a concept for a G11 sniper rifle over the next day unless i get bogged down with stuff to do. I'll try my best to make it look clean and crisp.
Can we make bucket hats the new beanie?