Omny Posted November 17, 2012 Share Posted November 17, 2012 I've been working on this model for the past week or so, and would like some honest critique before I go any further. http://i802.photobucket.com/albums/yy310/Omny87/Raygun_WIP01.jpg http://i802.photobucket.com/albums/yy310/Omny87/Raygun_WIP02.jpg This is a retro-style raygun I've designed for New Vegas. It's about 10,000 polys right now, and the build is largely based off of the Alien Blaster (at least as far as the placement of the handle and magazine goes). All constructive feedback and suggestions are welcome. Link to comment Share on other sites More sharing options...
Mishaxhi Posted November 18, 2012 Share Posted November 18, 2012 Oh god I love it, looks like it belongs in Futurama or something. Handle is a little weird, I can't imagine how it would be possible to hold it, but the rest is great. Link to comment Share on other sites More sharing options...
TrickyVein Posted November 18, 2012 Share Posted November 18, 2012 This looks swell. :biggrin: Only part I take issue with is the trigger-guard. The 'S' shape doesn't agree with all of your spherical surfaces. Link to comment Share on other sites More sharing options...
gunslinger6792 Posted November 18, 2012 Share Posted November 18, 2012 I love it the way it is, it really does look like a 1950s raygun. Link to comment Share on other sites More sharing options...
Omny Posted November 18, 2012 Author Share Posted November 18, 2012 (edited) This looks swell. :biggrin: Only part I take issue with is the trigger-guard. The 'S' shape doesn't agree with all of your spherical surfaces. What would you suggest? Also, I have a question regarding the model: some of the parts, such as the ammo magazine, the trigger and the two round bits sticking out of the side in the first picture are separate elements from the body of the gun- that is, their own polygons aren't connected to the gun itself. I did this to keep the body and the elements smooth. Would that be a problem for animating the gun, or not? Edited November 18, 2012 by Omny Link to comment Share on other sites More sharing options...
TrickyVein Posted November 20, 2012 Share Posted November 20, 2012 If everything is contained within the same 'nitrishape' or 'strips' then it doesn't matter if the polygons are connected or not. You may also experiment with smoothing groups if you want to optimize polycount and get rid of hidden faces. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 20, 2012 Share Posted November 20, 2012 Check out Dr. Grordbort's if you like retro raygun stuff. Link to comment Share on other sites More sharing options...
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