Evropi {l Wrote}:Since you're still refining the model, I thought I should post LuckyStrike-Rx's plasma concept. Feel free to take any ideas from this you wish... or none at all!
or just recreate it , that would be very nice of you :P
Evropi {l Wrote}:Since you're still refining the model, I thought I should post LuckyStrike-Rx's plasma concept. Feel free to take any ideas from this you wish... or none at all!
BioHazardX {l Wrote}:From the screen it reminds me the smg...but it always looks better than the old one in game. I will try when it's finished.
BioHazardX {l Wrote}:From the screen it reminds me the smg...but it always looks better than the old one in game.
Julius {l Wrote}:I don't want to discourage you though and would suggest with all what you learned now to start fresh and do a really nice weapon model.
qreeves {l Wrote}:The basic design theme is that which has been set by fleeky (for the player) and luckystrike (for weapons and vanities) and also that by jojo (in relation to the 2D elements). My original description to these people were: "It needs to be sleek, sporty, with glowing parts to help visibility, and provide a cartoon meets realistic SciFi feel. Colours should be vibrant, and have a metallic finish."
In the case of weapons, your mask should provide a material layer in the alpha channel, with the appropriate settings in the model config. The material mask should control (most of) the glowing parts on the model so that I can dim it in software as the ammo count decreases. It should have bones, and be tagged for "tag_weapon" and "tag_muzzle". Weapons can have animations if you wish, the names of which are the same as the player animations (it just shares the animation info with the parent at the moment, nobody has used it yet so I have no idea if this works either).
Vanity items should follow the same general rules as the weapons. The material mask is highly encouraged so the vanity looks more like the player. Materials for the player are done from two ends of the spectrum, at one end is the player personal colour (or whatever effect is overriding it), at the other is their team colour.
Julius {l Wrote}:I would suggest with all what you learned now to start fresh and do a really nice weapon model.
Unnamed {l Wrote}:It could also be done by adding some verts instead of using alpha.
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