Did a quick and dirty mockup as I had a similar idea; make the mags smaller and push them back and in a bit, extend the barrels out a tad:
~~I'd have a viewer render, but imgur is exploding for me right now.~~
This is very rough, basically just a draft on basic shapes, but it keeps the dual-drum mag silhouette while making the weapon look less clunky and unbalanced. By moving the drums back and in, and extending the barrels a tad, it also gives the barrels more believable length and allows space for the various other parts of a functional weapon, as the previous model had incredibly short barrels and overall a very cramped design.
I was making one got told they were not futuristic enough, or to make something that isnt a beret but reminds you of one .. how do i even do that ? A beret is a beret. He might not answer the way you might want him to, but if you read the feedback/suggestions he gives on peoples current creations in the player studio forums he is pretty good at.
Heres a start to my prowler project, what do you guys think ?
UPDATE : http://i.imgur.com/KEeHxWS.png This is so it works with the deploy animation.
Im going to look into the composite armor panels and see if i can find a way i can make mine work with them, they may have to sit on the top of them.
UPDATE 2 - 3d
here is a 3D model and concept I did a while ago:
The fuse is just gun powder in duct tape, should work and I wouldnt do an extra crafting step for it. also would be cool if improvised explosives had a small chance of blowing up in your face.
I'm all for these ideas and if stuff like that isn't implemented I'm so gonna mod it once thats possible
Forehead is bare for now. I want to see if there's support for decals on cosmetic hats. I really hope there is, so the forehead can have a decal!
You can view this hat in 3D, with a body, or compared with the Commissar here. Yes, I am designing this hat to be a less ridiculous commander-esque hat than the Commissar.
You might want to consider making a post on the Player Studio forums as well, though I don't know how much exposure it'll get over there since activity has been declining.
Some of my older helmet stuffs have little throwaway lore snippets attached which you can view on my p3d page; feel free to contact me in regards to any particular cosmetic either on reddit or through the forums.
yo guys :)
I normally dont post my 3d stuff on here; as time to get into the PS4 is super long: but if youd all like i can occasionaly post what im working on.
Whilst im at it if anyones got any questions about my stuff, or player studio in general im more than happy to chat, you dont need a monster PC to do this stuff btw; I actually model on my laptop.
Gallery of most of my stuff: http://p3d.in/u/Fuzz
Hi guys,
so as the eager bandwagoner that I am, i decided that as my next project should be some swish new ants*.
so here is the first NS one, the fornica :)
in 3d: http://p3d.in/4832U
Texture work is incomplete atm, modellings fairly well done, big orange screen will glow in the dark :)
Lore:
> After seeing the ANT's increased useage in combat zones and as a support vehicle it NS has created this prototype variation. > > Sacrificing some speed and cortium capacity this ant boasts external cortium pumps & storage, increased armour plating and a whole host of all-terain improvents such as foglights, a towhook and even some space for infantry to sit for transport.
> The overall vehicle is heavier, and more costly to produce but many ant pilots already wont leave the terminal without one, and it has seen service in the hossin swamps; where the increased vision; and utilities have been a life saver for many users
Hope you all like it, and as always all constructive critisim is appreciated.**
^^* ^^VS ^^gal ^^is ^^on ^^hold ^^as ^^its ^^getting ^^to ^^weird
^^**Ill ^^listen ^^and ^^read ^^your ^^ideas; ^^but ^^at ^^the ^^end ^^of ^^the ^^day ^^its ^^my ^^project; ^^so ^^if ^^I ^^have ^^a ^^good ^^reason ^^for ^^not ^^doing ^^a ^^suggestion ^^i ^^wont. ^^also ^^if ^^your ^^a ^^prick ^^im ^^not ^^going ^^to ^^listen ^^to ^^you.
Design goal: make a more useful 4x scope for TR. Also make the scope itself minimalistic, so you can actually see around it (instead of blocking all of your vision like some other scopes).
In case you missed it in the picture description, here's the 3D link. No texture because it has a too high resolution for that site and looks like crap when downsized.
I think I will use the bottom left crosshairs for this one. Maybe later I'll make a re-modeled 7x or 8x sniper version with the bottom right crosshairs.
Opinions on the crosshairs are welcome! I also had some other ideas for them, but I think the top two were a bit much, and the bottom right doesn't work quite as well IMO.
Hi guys :) so keeping up with a little bit of work on these aircraft, as always TR stuff is supiciously fun. trying for a kinda sci fi gunship look, like from ghost in the shell,brink, deus ex and all that.
as im also trying to tie my stuff together lorewise (might whip up something cool soon) i am also trying to reuse themes from the AAX and my aircraft. (once i figure out how to get the witchunter dozer on a mossie ill do it haha)
ive also made a alt version thats a bit less aerodynamic but a bit more out there. http://p3d.in/Ur85S
going to start the modeling on the scythe , then texture all 3 and go over the fine details
Going to copy paste a response to another helmet from the forums as it's usually pretty relevant for designs that need a bit more of a push:
>The actual design of your helmet suffers from what something I like to call "egg shape syndrome". If you were to make your helmet out of wood or plaster or clay and just just very lightly sand it down, you'd end up with basically a simple oval shape. What you need to do is break away from that oval a bit more, and exaggerate the highs and lows in your helmet so the surface has a more interesting topology.
In your situation, it's more of an inverted thimble shape, but you get the idea. Here's a visual representation of what I'm trying to say.
Right now, you're right in the middle; you've added some forms and features to a basic helmet shape, but there's no depth, no thickness, nothing that really takes advantage of a 3D space; there's very little sense of a layering of materials. Additionally, you need to break up some of the larger shapes a bit as they can get very visually uninteresting.
I've actually got an old helmet of mine that is thematically similar in some areas, but you can see how by breaking up larger uniform pieces into smaller bits and pushing parts in and out, I can create a much more interesting object in a 3D space even though the overall shape is relatively ovular/circular.
It could use a re-do. The faction color system is automatic, so there's bound to be some issues.
I'm working on a TR-only skyguard and armor lightning set (and other folks are working on other sets ATM). Progress so far. Waiting until a special tool comes out to actually texture it (so I can see the faction specific colors; texture is just NS colors).
currently for TR on the PC, but not the PS4 i have my drone mossie
for these gals ill need to
so legit no clue till you can get your gals :( like shortest timeframe ill say is possibly when PS4 gets construction but i dunno :(
so yeah after the dragonfly and the witness aircraft i decided to do the scythe. This is a fairly intresting project as:
whilst I like my scythe cosmetics Im not quite as fond of them as I am my other ESF ones.
the scythe is a nightmare to make overhauls for (those booster wings keep getting in the way)
The scythe cosmetics have turned out to be significantly less popular than the other 2 ones, so I thought id try to make the latest series ones the coolest i could.
the old ESF cosmetics were 1.8k tris each, these are 8k. got a lot of space for fun details.
With the overall design im trying to work in elements from the prototype magriders , as well make the scythe look equally alien but less derpy.
theres still a pair of problem areas the back feels too blocky and the small area near the triple pipes is really difficult to get sorted.
As always feedback is lovley, and once the mesh is done on this ill start texturing on the other 2 esfs.
Witness Mossie: http://p3d.in/iuRLq
Dragonfly Reaver: http://p3d.in/RwjJ2
Cheers :)
when using P3d, how do you get it to not destroy your mesh?
here is something i made in maya and uploaded, it looks ok, but the mesh is completely fucked. what do i do to stop this? http://p3d.in/8OcXu
also your reaver looks great
That riot armor is sick. I’ll probably pick it up.
Was it you, Steveo, who presented that APC cosmetic for the sunderer or was that someone else? Trying to remember.
edit: I couldn’t find it in your post history, but I found this Prowler armor set again and wanted to let you know that I’m still so ready for it.
Indeed.
Between fan efforts, new models for recent ES weapons (carbines, assault rifles) pre-alpha concept renders, unused/teased models, there's quite a bit for DGC to choose from in terms of a visual overhaul of bland/overly similar weapons.
Here is an interactive 3D model of the Aquilops made by the staff at the Sam Noble Museum, who holds the original specimen. Also, a work in progress of a recreation of the entire creature.
True that. There was a guy working on a racial armor for Argonian but he never finished it, me and him was planning on making a racial armor mod like the mod cultural diversity.
Here's the WIP armor he made 2013: http://p3d.in/i9Wa5
I told him to upload it as a modder's resource but he just ignored me. For some reason he doesn't want to publish it.
In an effort to make NS vehicles look more like their faction, I've been making this! I'm intending to make armor as well. Here's a WIP of it. I'm re-thinking the sides so it's less boring.
Cosmetic playerstudio turret for the Vanguard, planning on submitting this as soon as they begin accepting MBT cosmetics.
Here's a 3D model you can spin around
Feedback appreciated!
Just realized it's still called 'Hitman' (was a cheesy name) in the fancy document, ignore that!
fingers crossed it will get approved though, or it will get approved. Just hoping it will get approved without changes :)
Really happy you like it..I'm not a fan myself, its way out of my comfort zone and I like minimalistic stuff so..yeah..really happy it might have an audience cause I'm sure as hell aint buying it! :)
This will be my weapon of choice as VS helmet :)
Like many things in the picture, that might just be artistic flair for the picture :C
I really hope they allow centralized turrets though. Would make my WIP turret a lot better IMO.
My first proper stab at some cosmetic turrets for the Prowler and Vanguard. I'm still working on both, so nothing is set in stone. Made with Sketchup. Any criticism is very welcome!
/u/MaceMadunusus mentioned the size of the gorget/neckpiece; I'd like to see a hoodless rotation with the gorget present, as /u/Seukonnen has provided us all with an example of how it can be done without clipping issues. You may not need to go that small, but it's hard to tell without seeing a rotation sheet or uploaded model.
Great work, regardless. The "reverse VS" layered crests on the back are an interesting direction to take the helmet; the face/visor/sides are spot-on.
I bought myself a new compact camera with the hopes that I would get into the habit of carrying a camera with me more often. I love my SLR, but I'm finding I'm less willing to lug it around lately.
But then I bought about the least compact 'compact camera' you can get; a Canon G1 X. And I'm beginning to wonder how much I'm going to want to carry it around.
I started thinking about case designs that could fix that problem.. and came up with this. I've never worked with leather before, but I think I've managed to keep it simple enough that I could do it. Has anybody else ever tried making their own cases? Any suggestions on what I could do to improve mine?
Here is a case I have been working on for two years for the pi zero. 3d models at “http://p3d.in/u/zero82386
has room in the bottom for the board to fit flush if you have soldered headers on.
just needs M2 2.5x3mm knurled nuts to mount the board. opening for a 15mm fan in back and sd card reader in the front. hole on side/top for the micro sd. let me know if you print I would be very interested to see what you do with it!
> Witness Mossie: http://p3d.in/iuRLq
I love your models, but this one... Not sure. The cockpit tip looks like a hot dog with a sausage to long for the bread. Or a post coital penis. I'm sorry this are the only comparison I can find...
But the rest of the model is great.
And the Aurora is awesome.
New cosmos armor i can confirm so far:
-Prowler get the Berserker armor http://p3d.in/QYAqm
-Sundy get Mr. Plow Bumper and riot armor http://images.akamai.steamusercontent.com/ugc/427070261325440618/75B33B4BF75D0B33F742C21F83FF9501E0099F99/
Time to get some BC tonight and people are actually using the Text Chat :)
Oh thanks for the advice, I'll definitely look into it as I'm doing photogrammetry for my dissertation. I have hosted a copy on p3d unfortunately there wasn't much space for a high res texture so I had to shrink it down to 512! but here's a link :)
EDIT: Sketchfab is too expensive for me at the moment
EDIT2: Still haven't got round to retopologising, just got excited and uploaded a pic :P
3-D Closed http://p3d.in/LeSmP 3-D Open http://p3d.in/ITKia I believe I saw it in game. My wallet cant take much more of a special anniversary bundle.
~ binarycoder
^^Info ^^| [^^Subreddit](/r/User_Simulator)
Just checked my phone, didn't have any pics :/ Here's a quick mockup though: http://p3d.in/u8CSu
He made it out of treated 4x4s and a metal rod. It goes right under the bed, so the hamok kinda hangs over it. Freestanding and seemed to work fine for him. The problem was getting powertools. Thats, erm, classified, as those are NOT allowed. :p There's a workshop, though.
OP do you know p3d.in ? (an alternative would be Sketchfab)
would be really cool if you could give us an interactive model this way!
edit: here is an interactive model of my improvised soda can grenade I made some time ago presented in this way
Actually, I'm more concerned about inter-part compatibility and notifications on things to look out for ("don't buy component x unless you have component y to fully take advantage of its features", that kind of thing). But yeah, it would be cool to see too. Are you thinking of something in 3D? (Like this site) Would be a lot of work to model and texture each part. But hell yeah, it would be cool.
As I said the playerstudio helmet stuff is extremely back logged. What you see hitting the stores now very often was made months and months ago.
Actually Tray "kinda" but the ban down on big visor/dome helmets for TR since he felt there where to many of them. I agree, there are way to many of them. Nevertheless I'm proud of my TR helmet, it was made over a year ago and back then there was no "dome" helmets. It's just a shame that it took a year for it to get in :P
For what it's worth the other TR helmets I done after that arent dome ones.
http://p3d.in/qF0rV http://p3d.in/8tnBe http://p3d.in/U9MR1 <---I suspect SOE put glass on the front there though. I wanted full metal coverage. Anyhow.
If I ever do another helmet I'll make sure to take your feedback into consideration.
Preview of a up and coming Vanguard Cosmetic turret I'm planning to submit to the Playerstudio program at some point. This is also my first attempt at an informative styled document on some of my work, heavily inspired by the original Vanguard concept art, so any feedback would be great, both on the presentation and the actual model.
3D Model available here.
Yeah for sure, it goes in waves. the tr/nc helmet have been done in a time period of 3/4 days so things blend in. I try to keep moving. Next 'thing' on my list ot create some sort of TR helmet that feels as vicious as this.
In life generally or in this particular case?
Thats why I was kind enough to give a link to something thats so evenly lit you'll think you've gone to heaven and died.
It also lacks any shaders..or bumps..or speculars. :)
yeah I have the same problem. Basically we dont have access to the speculars nor emission lights that SOE adds after. That will change soon though. When we talk about stuff in the community we use this tool, its great for checking geo and overall model. But things look horrendous in it.
But that's just dealing with coloring and base modeling. The 'finishing' touches are all in the hands of SOE.
So I copied the barrel you can see on the right hand side over to the left hand side. However, it's darker and the shading looks much stronger for some reason, and I have no idea why. It's even visible on other 3D viewers. Any ideas? Same thing from another angle, darker barrel is pretty obvious here
I save the less detail model for those people that apparently WANT ugly gun models for the game...idk why... but the tutorial is coming soon
here's a 3d preview of the more detail version http://p3d.in/XViQs
texturing this guy with the game samples right now. I shall update the same link later with the full color version. I'm aware that some parts like the ear need more smoothing. feedback always welcome!
http://p3d.in/h7GhA/wireonshadeless+subd+spin
https://forums.station.sony.com/playerstudio/index.php?threads/vs-zk-hacker.11500061421/
To be honest, I didn't like H2 as much as H1. I personally agree with a majority of the posts here. I do have to comment I like the health system from H1, it kept players scavenging for health across the map causing player movement (which could lead into combat) compared to players hiding for a few seconds while players health and shields recharge. I also liked the difficulty that health added, I felt more accomplished in combat and didn't feel like the game was made easier; health added tension to me. Just some opinions of mine :)
For those who are wondering what this is for, I'm part of a team working on a fan-made Halo Game. I think that getting some extra input from Halo players will help us nail what should be thrown away from the game and what should be kept. We scrapped previous progress and restarted last month so I can't show you guys any current progress, but I can leave you guys with something: http://p3d.in/emUKY
My new take on a more low profile or form fitting helmet, based off of my implants design. Let me know what you think!