Flame Thrower (1)

Concept artwork for models and maps.
Gex
Dretch
Posts: 30
Joined: Sat Jun 01, 2013 8:49 pm UTC
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Re: Flamer - Redesign

Post by Gex »

Sure, sorry about that.

Gex
Dretch
Posts: 30
Joined: Sat Jun 01, 2013 8:49 pm UTC
Contact:

Re: Flamer - Redesign

Post by Gex »

Hey guys, been a while since an update so here is where I am at. I'm currently trying to get the top vents form looking good, let me know what you think.

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kharnov
Granger
Posts: 1851
Joined: Tue Mar 06, 2012 10:54 pm UTC
Clan: GT
Location: New York City

Re: Flamer - Redesign

Post by kharnov »

Nice update. How would it look if there were fewer, longer vents, though?

Gex
Dretch
Posts: 30
Joined: Sat Jun 01, 2013 8:49 pm UTC
Contact:

Re: Flamer - Redesign

Post by Gex »

Will make a variant tomorrow and let you know.

Gex
Dretch
Posts: 30
Joined: Sat Jun 01, 2013 8:49 pm UTC
Contact:

Re: Flamer - Redesign

Post by Gex »

Is this a little more what you were thinking?

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kharnov
Granger
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Joined: Tue Mar 06, 2012 10:54 pm UTC
Clan: GT
Location: New York City

Re: Flamer - Redesign

Post by kharnov »

Yes, definitely! Nice.

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Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: Flamer - Redesign

Post by Viech »

Sweet! I guess this is going in a nice direction. :smile:

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: Flamer

Post by Viech »

The modeling process of the flame thrower will be dicussed further in this thread.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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