@friskymj277
Joined on February 20th, 2025, this user has been a member for 471 days and is the 254,196th person to register an account.
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Posting this here because my counselor called off our meeting
Pain and suffering on a thursday evening.
The word \”anger\” or any other synonym doesn\’t even sum up to what i feel during playing CS2. The loathing i feel towards this atrocious game would be enough to power the entire world to 3 generations and not a single family would suffer to any early morning warm showers bill payments.
I am half concious from screaming my lungs out preventing the sufficient amount of oxygen to reach my brain to provide stability to my entire body. Playing even on the lowest rank had me paired up with a team of mouth breathing drooling troglodytes that I can almost hear the brain neurons travelling smoothly from the lack of geometrical structure of their brain.
While I was paired up with straight up cavemen, I was fighting against a literal Navy seal team who pinned my entire army of toddlers for a straight 4 rounds. I did not feel a single sense of enjoyment or whatsoever and this might be the worst time of my life.
To whoever this post may reach and concern, this is your warning to not go further within the game and save your sanity someplace else.
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hallo hallo hi hi hey!
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true
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sweet mother of god
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Glad you like it:)
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Thanks. But I\’m sticking with cel shading. I don\’t use much gradients but I\’ll keep that in mind
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Took a break with personal projects and want to make something for my small community in discord.
I modelled this AK-74 in Stick Nodes for my community.
Each side of the model only uses 18 main parts, as I focused heavily on modularity and versatility. Despite that, node clutter isn’t an issue. Each assembly is properly grouped to keep the rig clean and manageable.
Optimization was a major priority. Each side of the model is estimated to use around 600 nodes, with the current build sitting at 523 nodes per side, so it’s highly optimized and shouldn’t cause lag or unnecessary storage usage.
I also implemented an extendable barrel system, allowing users to adjust barrel length instead of having to pick or model separate barrels for different variants.
The cel shading is intentionally bold and high-contrast. I suspect most animations are to be viewed from a distance, where subtle shading tends to disappear. By using stronger colors and clearer highlights, the model remains readable even when far from the camera. Compared to other AK platform models, which often rely on subtle contrast that only works in close ups, this approach helps the design stand out at any scale.
That said, the metal highlights may be slightly too bright, and I’m still fine-tuning them. Shading grey or metallic surfaces is tricky. Values that are too similar cause parts to blend together. To avoid that, I used different shades for individual components, such as the gas tube, barrel, muzzle, front sight, and cleaning rod, so each part remains visually distinct even from a distance.
For the extendable barrel feature, I’m also planning to add a ruler with real-world barrel length markings, allowing users to set accurate barrel lengths if they want realism. And that’s all.
Any feedback is accepted.
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