Archive for the ‘3D Stuffs’ Category
Cornershot anyone?
Never know, might still interest someone…
CornerShot mark four
Now that my little hardware related annoyances are things of the past, here is a little update of the cornershot model, the back of the gun is now complete (minus the backside wich is still mirrored and the lack of optics) .
It is definitely taking shape now.
Note: the blue block is a placeholder for the front part that still need to be done.
Ever heard of the cornershot?
I didn’t before either.
The CornerShot is some of the nifty tools the Israeli defense force are inventing in their free time hehe, it’s basically a sort of frame that will hold your weapon for you, it has a built in camera and the end can be turned at +-45 degrees or can be kept straight (so you don’t looks like an idiot when an enemy is in front of you. Well it’s a gun designed to shoot behind corners, door frames, windows, etc… Without exposing yourself.
Here is a little YouTube video for those that aren’t afraid to learn something today.
[kml_flashembed movie="http://www.youtube.com/v/yAplAzb2Y5c" width="425" height="350" wmode="transparent" /]
Okay, Obviously it’s a cool toy. Now to get in the thick of the subject, i decided to try to build it for Armed Assault. And here you can see my work in progress pictures in all their glory.
Not bad i guess, lots of molded plastic on this thing. It’s the hi-resolution version that i will use to make the normal maps (and at worst case i will have a nice folding butt stock i can recycle in something else)
A little insider look
Some might wonder about the way i work in SL, here is a little insider picture to show you the work involved in creating the buckled latex corset.
Okay , impressed? well this is the “mold” that i used to make, it or, actually a detail from it. Of course Sl being what it is , not a lot of the details remain once put into 2D. But you have a little idea now on how i work and how much time is invloved in an outfit.
following popular demand, here is a wallpaper version, click: