[QUOTE=RocketRunner;14114472]I thought I said to NOT argue about fucking WW-era SMGs. It's pointless since these guns are relics.
Sorry if this comes off as Backseat Moderation.[/QUOTE]
Read his post, raged, argued, didn't even read half the thread. Doesn't matter what you have to say about it anyway, I can argue if I want to, and I still contributed to the thread with some criticism. It's not pointless either, "relics" or not it's still good to know the truth behind them.
Whatever, on with the thread.
[QUOTE=10CentGamer;14114268]That's why I reffered to them as "constraints" and not animations. I'm not sure what luch's model will do with an animated attachment, but one interesting idea would be to make it jiggle on a player while they run. That'll be interesting.[/QUOTE]
Sorry I just read up until before you said they were constraints and posted. However I can't see this method he's using working without proper rigging, and a constraint there would look odd.
as far as i know this method will work, defenietly.
Actually wait, theres one thing i actually forgot to add. That is it has boxes in each segment of the strap, and i animated them, then they are physqiue'd. So tech work as bones. right im gonna carry on working on it later, im off breakdancing now, then looking at a jeep woopwoop
[QUOTE=luch174;14116801]Actually wait, theres one thing i actually forgot to add. That is it has boxes in each segment of the strap, and i animated them, then they are physqiue'd. So tech work as bones. right im gonna carry on working on it later, im off breakdancing now, then looking at a jeep woopwoop[/QUOTE]
Ah, that makes sense, carry on.
[QUOTE=luch174;14116801]Actually wait, theres one thing i actually forgot to add. That is it has boxes in each segment of the strap, and i animated them, then they are physqiue'd. So tech work as bones. right im gonna carry on working on it later, im off breakdancing now, then looking at a jeep woopwoop[/QUOTE]
Yeah, the really tells us it's an animation not a real-time constraint. Thanks for clearing that up.
Yeah, I already assumed that, but it's still look good to be animated along with the reloading and shooting anims, which will make it appear pretty dynamic.
ok :) cooked up a nice tutorial for you.. lol made a few mistakes, but got there i the end, ignore the uvmap part, not necessary.
([url]http://filesmelt.com/Filehosting2/downloader.php?file=Strap[/url])
Started animating by the way liturally made the idle animation and thats all.. only thing is i want a different animation for running and normal "pace" anyone any idea how?
[QUOTE=luch174;14126622]ok :) cooked up a nice tutorial for you.. lol made a few mistakes, but got there i the end, ignore the uvmap part, not necessary.
(cant upload it properly, like 37mb anyone any idea where i can upload it?)
Started animating by the way liturally made the idle animation and thats all.. only thing is i want a different animation for running and normal "pace" anyone any idea how?[/QUOTE]
Maybe filefront?
[QUOTE=404;14127868]Maybe filefront?[/QUOTE]
I prefer filefront over all others. Try it.
[url]http://filesmelt.com/[/url]
Ran by someone on this site. I forget who.
[url]http://filesmelt.com/Filehosting2/downloader.php?file=Strap tutorial.zip[/url]
There you go guys, i got such a stupid vocie lol.. ermm one thing i'd advise now looking back, is make sure you scale the strap down to the correct size, before animating it with reactor, because it complicates the animating stage.
(by correct size i mean the size of sources, hands.. or the rig your using, scaling the strap down when u merge to a file will only fuck up everthing.) you will understand when you try for yourself.
cheers for the links guys :)
Nice. :]
I might as well check it out too. :P
toxic you had a chance to do anything with the uv yet? i've made a bit of progress by the way, since i don't feel like animating tonight, been texturing, should finish the barrel, by tonight. Gotta do some homework to so, il post in like 1 hour or 2
not really. I've been trying to create some fitting textures from scratch as of right now. I haven't touched the uvmap.
I'm just trying to think of something unique instead of something that'll turn out similar to what it normally looks like. :/
good plan :) i've just gone basic, i will show you what i've done todate, but it isn't much. Just haven't put much time into it yet :\ il probably finish animating this week, and texture if all goes to plan
Yeah. I think I might go grungy, with faded/splintered wood with smudges and whatnot. I'm probably gonna draw it out or something to get a quick concept. :]
Good luck with the animating. By the way, what resolution is your wip texture?
2048x2
Yeah, That's what mine is too. Do you plan to scale it down when you get it in-game though?
I'm thinking 1024 will be fine.
yeh i made it that size just because, then i have the option :)
i thought i haven't actually shown any shots of my progress so i will show you thus far on my uvmap, not with it on the model, cause i feel it doesn't do it justise without the spec and normal maps i will make after:
[IMG]http://img25.imageshack.us/img25/4735/pssh41uvmap.jpg[/IMG]
If anyone wants to use what i've made so far feel free.. not fussed really, don't even think it's that great, but working on it :) All hand made by the way, obviously used some metal shots as a base texture, and to give little details like, wear and tear etc...
Give me some feedback :)
I think it'd look better if the wood was more a reddish tint.
Like this [img]http://www.freewebs.com/raf-ss/PPSh.jpg[/img]
That's looking great so far! I baked an Ambient Occlussion map that still needs tweaking, but if you want it later I can give it to you and you could set it to darken on top of all your layers. :]
Multiply usually works just as well or better.
ok will do, its all in separate layers, so anything can be changed really :) il be working on it now, prepared finished college at 2 sitting here with a mars bar and a coke lol happy days.. may get distracted soon though its sunny :D Yeh man appreciate the help, would i just put it above the top pf my texture then?
so guys tried, playing about with it, i don't like what i got, but... i think for now it'll do, gave it a quick spec and normal map, and this is how its looking... very ugly i think.
[IMG]http://img22.imageshack.us/img22/9029/gunr.jpg[/IMG]
[IMG]http://img23.imageshack.us/img23/9909/gun2g.jpg[/IMG]
You don't like it? it's incredible! Maybe a bit too many scratches but I think it's amazing! Can't wait for release dude.
The metal looks too bright, tone it down. And the drum needs more details.
And yeah, easy with the scratches.
ok will do, gonna have a break, for this evening, may carry on animating later
Nice model!
[QUOTE=luch174;14170053]ok will do, its all in separate layers, so anything can be changed really :) il be working on it now, prepared finished college at 2 sitting here with a mars bar and a coke lol happy days.. may get distracted soon though its sunny :D Yeh man appreciate the help, would i just put it above the top pf my texture then?[/QUOTE]
Yeah, you just put it right on top. Loving your wood texture too.
@PLing. Yeah, I always confuse darken with multiply. I didn't have photoshop up. :P
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