*sniff*
I wasn't really trying to remake the reference model exactly, just a design that I thought looked cool. But now I've given up.
*sniff*
I wasn't really trying to remake the reference model exactly, just a design that I thought looked cool. But now I've given up.
Not trying to be a dick here, but what you made really didn't look any good.
That's no reason to give up though, because you'll never get anywhere with that kind of work ethic man.
Delete what you have, and start over, with a better idea of what you want the end result to look like in mind. That with a bit more thought into tf2's art style and you'll start getting somewhere.
What I was wondering is how the arm looks.
Don't work with smoothing on. Turn it off and post again. Can your modeling application display the surface AND the wireframe at the same time? Cuz that's ideal.I'll be taking off the ultra-smooth subsurfing
Sorry for the double post.
Well, at the risk of pulling up another storm (and I admit I got quite defensive there) this is what I have created since my attempt at designing an excavator:
1094 vertexes, 2415 edges and 1285 faces. Expect culling.
Keep in mind that this would be the unfinished maximum detail model. The model will contain fewer curves, and a fair bit of bumpmapping reliance. So, how good does it look? And more importantly, if I added it to left 4 dead 2 as a chainsaw replacement...
You know we really should have a studio section for modelers, rather than just a release & requests forum.
Anyway, much better, it's far from perfect and I think I can spot a few geometry errors on there, but this time it actually resembles what you were going for