[QUOTE=sargent99;42141724]RPG 60%
[IMG]http://s17.postimg.org/d1ddpm8zz/asassasas.jpg[/IMG][/QUOTE]
Nice.
The chassis is finally detailed, instead of the original undetailed 2D mess that was present on Valve's model.
[QUOTE=Milkyway M16;42146636]Is this the viewmodel or worldmodel?[/QUOTE]
Sorta both, remember with the FBA[I](full-body-awareness)[/I] we're doing we're going to be using the playermodel for the entire body of the player, including that hands which would hold the worldmodel guns. Though if that for some reason falls through we'd go L4D1 style and have playermodel legs with viewmodel arms and legs
Eh guys, does anybody know about underhell? is a nice source mod, I´m part of the team making sounds (haven´t redone all the sounds in it yet, but will for a future update)
[url]http://www.moddb.com/mods/underhell[/url]
I think we should implement particles like the ones in it, the gunsmoke looks terrific and when you shoot it does enlight the surroundings, the bullet hits have a nice effect too, I think it was originally from smod.
[QUOTE=Snood_1990;42144157]I think it's your bevels. They're quite thick.[/QUOTE]
It will be a bit better when it's baked.
[QUOTE=a wet towel;42143093]Hey look who restarted the 357 from scratch, it's still not quite done, but I'm much happier with this than my old one.
[t]https://dl.dropboxusercontent.com/u/5210835/GabeN/screenshot3.png[/t]
[t]https://dl.dropboxusercontent.com/u/5210835/GabeN/screenshot4.png[/t][/QUOTE]
I know it's not done, and I'm not sure how it's gonna look in source, but right now it doesn't really look better than the default revolver. Honestly I feel like it looks a bit worse. The skin definitely needs a ton of work, and it looks way too different proportionally.
[img]http://images4.wikia.nocookie.net/__cb20100412111028/half-life/en/images/0/02/357_HL2.jpg[/img]
It also almost looks lower poly than the default revolver. HL2's revolver was really smooth and high poly looking, yours looks very jaggy.
Then fix up the default revolver with a nice new skin and animations/origins. The thing that bugged me about the 357 was that the barrel looked like it was off set from the cylinder.
[QUOTE=DONOTWANT;42141222]The same Casadis on soundcloud?[/QUOTE]
Yeah that's me, if you have any questions or anything PM me. :)
[QUOTE=a wet towel;42143093]Hey look who restarted the 357 from scratch, it's still not quite done, but I'm much happier with this than my old one.
[t]https://dl.dropboxusercontent.com/u/5210835/GabeN/screenshot3.png[/t]
[t]https://dl.dropboxusercontent.com/u/5210835/GabeN/screenshot4.png[/t][/QUOTE]
remember
dark diffuse, bright specular, more envmap than phong
also i think your normal map's green channel is inverted (for marmoset, it's good for source)
[QUOTE=Juniez;42148914]remember
dark diffuse, bright specular, more envmap than phong
also i think your normal map's green channel is inverted (for marmoset, it's good for source)[/QUOTE]
I realized how much of a bitch non-pbr materials are.
You'd just say "Medium brightness albedo, high gloss, high specular"
[img]http://www.fxguide.com/wp-content/uploads/2013/05/BRDF3.png[/img]
100 pages huzzah!
[QUOTE=a wet towel;42143093]Hey look who restarted the 357 from scratch, it's still not quite done, but I'm much happier with this than my old one.
[t]https://dl.dropboxusercontent.com/u/5210835/GabeN/screenshot3.png[/t]
[t]https://dl.dropboxusercontent.com/u/5210835/GabeN/screenshot4.png[/t][/QUOTE]
The barrel looks too long, way too long. Did you change the FoV to make the gun look elongated?
Also, like someone said before, it looks too blocky
Also, I never understood how the cylinder moves out of the frame... this isn't very model-related, but could someone explain it to me?
[QUOTE=Antivirus_404;42152572]100 pages huzzah!
The barrel looks too long, way too long. Did you change the FoV to make the gun look elongated?
Also, like someone said before, it looks too blocky
Also, I never understood how the cylinder moves out of the frame... this isn't very model-related, but could someone explain it to me?[/QUOTE]
you press the cylinder release and it just swings out the side towards you (the side with the slope)
[t]http://www.imfdb.org/images/a/a9/Rooker2_crop.jpg[/t] the thing behind the cylinder
[QUOTE=kaze4159;42140405]Plus, using other people's music brings up a whole ton of licensing problems, and it'll probably feel really out of place from the vanilla tracks[/QUOTE]
I thought adding some music from the Episodes would work, since they'll mesh with the soundtrack and some of them fit places in HL2 really well (e.g. [URL="http://www.youtube.com/watch?v=SVOlnCm2z-E"]Self Destruction[/URL] during the wait for the cart in Ravenholm).
[QUOTE=Snood_1990;42144157]I think it's your bevels. They're quite thick.[/QUOTE]
I m not sure I m don't understand you?
He's saying your edges are too rounded, which isn't 100% certain until you bake the low poly.
I'd say just keep everything consistent with what you have now, and see where it goes.
Since sterlock brought up particles, how's HL2:E's particle stuff going? I'm especially curious about the combine disintegration effect. Is that getting a major overhaul? Like, a disintegrating shader on the object with burnt bits that fall off like the Portal 2 adaptation of the effect? [URL="https://www.youtube.com/watch?feature=player_detailpage&v=opzs6UF7flg#t=60"]This is my favorite disintegration effect in a game so far.[/URL] It uses an expanding sphere do drive the shader transition and particle emissions, which I'm not sure is possible in Source. Still cool though.
they're also pretty dang inconsistent
[QUOTE=xalener;42154855]He's saying your edges are too rounded, which isn't 100% certain until you bake the low poly.
I'd say just keep everything consistent with what you have now, and see where it goes.
Since sterlock brought up particles, how's HL2:E's particle stuff going? I'm especially curious about the combine disintegration effect. Is that getting a major overhaul? Like, a disintegrating shader on the object with burnt bits that fall off like the Portal 2 adaptation of the effect? [URL="https://www.youtube.com/watch?feature=player_detailpage&v=opzs6UF7flg#t=60"]This is my favorite disintegration effect in a game so far.[/URL] It uses an expanding sphere do drive the shader transition and particle emissions, which I'm not sure is possible in Source. Still cool though.[/QUOTE]
I made a disintegration effect, but I'm not sure how it looks ingame since I don't think it's been implemented yet. Was basing it more off the effect in Dishonored when people get vaporized by electricity, where they get turned to ash and embers.
i like how long the new 357 looks
[QUOTE=The Vman;42155565]I made a disintegration effect, but I'm not sure how it looks ingame since I don't think it's been implemented yet. Was basing it more off the effect in Dishonored when people get vaporized by electricity, where they get turned to ash and embers.[/QUOTE]
That one's pretty damn nice too.
IwannaseeIwannaseeIwannaseeIwannaseeIwannasee
[QUOTE=a wet towel;42143093]Hey look who restarted the 357 from scratch, it's still not quite done, but I'm much happier with this than my old one.
[t]https://dl.dropboxusercontent.com/u/5210835/GabeN/screenshot3.png[/t]
[t]https://dl.dropboxusercontent.com/u/5210835/GabeN/screenshot4.png[/t][/QUOTE]
It look's nice, but why not make a high-poly model then bake it into a low-poly?
[QUOTE=xalener;42154855][URL="https://www.youtube.com/watch?feature=player_detailpage&v=opzs6UF7flg#t=60"]This is my favorite disintegration effect in a game so far.[/URL] It uses an expanding sphere do drive the shader transition and particle emissions, which I'm not sure is possible in Source. Still cool though.[/QUOTE]It looks way to 'flaky' to me. It looks like bits of glowing flower petals peeling off what was a hollow model. I think it lacks volume.
[QUOTE=The Vman;42155565]I made a disintegration effect, but I'm not sure how it looks ingame since I don't think it's been implemented yet. Was basing it more off the effect in Dishonored when people get vaporized by electricity, where they get turned to ash and embers.[/QUOTE][URL="http://youtu.be/X1mBUWWKHIA?t=48s"]It's a pretty good effect.[/URL] I'd like if it was slowed down & had the electric surge removed, as well as that ending 'pop'. The expanding sphere shader transition applied to it might be interesting, especially if it also effects the way the bodies float. Is there a good way to have the dissolving affected by other physics objects, like having it puff into a cloud of smoke if a bullet or a prop passed through it?
On a similar note, when bodies(mainly zombies) were burnt in the episodes, the material would fade to black. I found it strange how glossy it made them look, is there a way to lower the reflectivity with it?
[QUOTE=DONOTWANT;42157129]
On a similar note, when bodies(mainly zombies) were burnt in the episodes, the material would fade to black. I found it strange how glossy it made them look, is there a way to lower the reflectivity with it?[/QUOTE]
I think it does that because the zombie's phong isn't affected by the color changing. The first thing I could think of to fix this would be change the zombie's skin (same texture just without phong) as soon as it's set on fire.
[QUOTE=DONOTWANT;42157129]It looks way to 'flaky' to me. It looks like bits of glowing flower petals peeling off what was a hollow model. I think it lacks volume.[/QUOTE]
Funny you mention that. I've spent so much of my life in the CG world that I forget people don't expect models to be hollow :s
You're used to thinking about models as they are, not as the things they're meant to be. It's a very hard state of mind to get out of once you've learned enough about developing. I don't know how many games I feel the experience has been ruined for because I kept thinking about how one or two simple, easy tweaks would have made things better. I miss not knowing.
[QUOTE=DONOTWANT;42158492]I don't know how many games I feel the experience has been ruined for because I kept thinking about how one or two simple, easy tweaks would have made things better. I miss not knowing.[/QUOTE]
This exactly is why I'm not impressed by games anymore. I'll be playing something and having a good time and then something really stupid happens and breaks my immersion. Like, "Oh man, there's like ten guys over there. I'll just hop over this car and g- oh." or there'll be some really bad texturing or something. Things that could be changed in two minutes.
ive never felt that in my life v:v:v
For me it's the opposite. Like, when Rage came out and everyone was tripping about the low texel density because of the megatexture technology while I was (alone) gawking at how many unique macro details they fit into the game. I'm going "god damn, someone drew every fucking crack into this cliff with no tiling at all! These guys are heroes, I've never seen a system in place that allows the artist to have so much control!" and everyone else is going "I CAN SEE PIXELS THIS IS HACK WORK FUUUCK YOOOOU IIIIID." Plus the people that were all "IM SUPER CS PRO WHY CANT THIS RUN AT 20000 FPS" when this game, being locked at 60 on every platform, had the luxury of filling every animation with 60fps worth of temporal detail (and it paid off) when lots of games are just interpolated 30.
I've felt that sometimes my knowledge of the process makes me love and appreciate stuff that other people don't. It actually kinda sucks.
I'm not really a graphics person, I'm more interested in game design in general, but I can see where you're coming from with it. I think I've derailed things far enough as it is. So, random suggestion:
All items should behave like weapon props. Say you have a shotgun & touch another, it gives you 1 extra round but you can touch it again later to get the rest. Medkits & batteries however, if you touch one while at 99% health/armor you get 1% & the medkit/battery disappears with the rest. That has got to stop.
I've never thought about that, but now it's gonna bug me forever.
Ammo pickups do the same too funny enough.
[QUOTE=DONOTWANT;42160350]
All items should behave like weapon props. Say you have a shotgun & touch another, it gives you 1 extra round but you can touch it again later to get the rest. Medkits & batteries however, if you touch one while at 99% health/armor you get 1% & the medkit/battery disappears with the rest. That has got to stop.[/QUOTE]
That sounds good, but if we do, should we make the model change to signify the amount of health/ammo the item actually has? It could get confusing if a full medkit and a mostly drained medkit looked the exact same
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