Awesome, who did this?
Nawh bro, I use PS, I tried painter but never really got into it.
As for tips, I'm a bit empty, there is a lot more to a good concept than I know, but a bit is to do with story and how they fit in. I wouldn't say this guy fits in as great as I would like him to, but for now he'll have to do. Posing helps too, even though it's far easier to have them in anatomical poses, it'll look better posed and will often help in conveying the idea you are trying to get across. Don't have the concepts symmetrical, for that is often very boring. A real good one now, do life drawing, that **** is super important, I should really do more. Chea.
Unfortunately bullpup designs do that, probably the charging handle and cheek rest too.
But we plan to have proper weapon customization, so you should be able to swap and choose parts like the grips, rails, stocks, charging handles etc.
Did you actually play Crysis 2? Come on bro, the Cryengine 3 is pretty much just 2 on consoles. The engine may have a few cool new features but in reality the change between them is small.
Could you put a download for the piano music that was in the start of that trailer? It was really sweet.
Cheers.
Are you serious? The source engine is one of the best. The unreal engine is boring and the visuals almost always look the same, with excessive bloom and shininess. The Cryengine is difficult to start modding with and requires everything but the terrain to be in model format, which is the same for the unreal engine. While the source engine comes with a really solid mapping tool, that in the hands of the right people can make amazing maps, take Dear Esther for example: Moddb.com . And I've always found FPS games done in the unreal engine to be horrible to play with funked up mouse tracking and control. So hating on the source engine just because a lot of mod teams use it as it is easy to use isn't on bro.
I'm sure the lighting is still being worked on. My only problem is the door. Doors don't normally sit that close to the other wall when they have the space to be centered, if you know what I mean. So moving that slightly would be super sweet.
Ummm, just with the M4A1, you wouldn't pull the charging handle back after an empty reload. That's what the bolt catch is for on the side of the gun. Makes it way faster. You might have meant it to be like that but it's still a bit odd.
Hmmm, perhaps. But when you think about it, a full Beretta clip is pretty hefty, so really it would be much easier to slide the mag in when the gun was tipped to one side rather than pushing it all the way up to lock in.
I'm not saying your wrong or anything, all I'm saying is that this isn't a single stack 1911 mag here, it's a zig-zag. So due to weight I think this method may fit the theme a bit better.
Seems a tiny bit weird to be modelling vehicles in hammer doesn't it?
Or at least that's what it looks like to me. You should get a modeller onto your team to make these things.
Leave hammer to the mappers.
It'll speed things up later on.
Remember that little button above where the thumb would go is used to release the slide when it's been locked back. You could move it up a tiny bit so it would look like it's able to catch it.
Looks mean. Just have to remember that silencers aren't really used to suppress the sound because they are still pretty loud, but actually to suppress the muzzle flash. So when the silencer is on there should be very little flash or none at all.
MrOdessa
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