Inyri Posted July 7, 2012 Author Share Posted July 7, 2012 Looking pretty good. What do you want with regards to weapon effects?I'll get some video of the weapon firing when it gets a little bit closer to release. This one probably won't be much of anything special. However I think there's like a smoke trail that comes from the projectile that hangs in the air a bit after it fires. Dunno if that's possible, but if it is it'd be badass awesome. Link to comment
The One and Only Posted July 7, 2012 Share Posted July 7, 2012 Yeah, smoke trails are easy. Which weapon is this overwriting though? I can't do projectiles for the disruptor without it looking stupid. Link to comment
Inyri Posted July 7, 2012 Author Share Posted July 7, 2012 Why's that, just out of curiosity? I'll get a vid up real quick because even I don't really remember what the projectile looks like, lol. Link to comment
The One and Only Posted July 7, 2012 Share Posted July 7, 2012 Well since the disruptor is a hitscan weapon, if I add a projectile effect it'll lag behind and won't collide with players. Link to comment
Inyri Posted July 8, 2012 Author Share Posted July 8, 2012 Should be available in HD. I tried to give you a few good angles. Looks like the projectile is just kind of a white ball + the smoke trail. Link to comment
The One and Only Posted July 9, 2012 Share Posted July 9, 2012 Ah... The disruptor effect is more code-dependent than other weapons, but I can make something that loosely resembles that. Link to comment
Inyri Posted July 9, 2012 Author Share Posted July 9, 2012 We can see how it turns out and then work from there if you want. I don't think it'd work well as any other gun but I can be flexible. Link to comment
Inyri Posted September 5, 2012 Author Share Posted September 5, 2012 Tiny little update. Didn't have time for much of this lately in the quest for 1000 downloads. 8) Would be hard to tell what I did without the quote. Model should be just about done I think. Cloud Senatu and Garyn Dakari like this Link to comment
Inyri Posted September 11, 2012 Author Share Posted September 11, 2012 Tonight's artistic challenge - UV mapping the Valiant. Because I want screens of the geth holding it, dammit. Knightmare likes this Link to comment
CaptainChar Posted September 18, 2012 Share Posted September 18, 2012 Hmph, your ADD has nothing on my ADHD Link to comment
Inyri Posted September 19, 2012 Author Share Posted September 19, 2012 I hate UV mapping. But I'm determined to make this a good, efficient map, with ONE texture. So it will all fit on one map. Probably 512x512 (I don't think it's necessary to make it larger... but my "ooh ahh" nature may cause my mind to change before painting). Link to comment
CaptainChar Posted September 19, 2012 Share Posted September 19, 2012 its sad I just beat said game, and forgot what the weapons are....and thats a pretty sexy gun model Link to comment
Inyri Posted September 19, 2012 Author Share Posted September 19, 2012 UVs finished (thank god). Will start painting. Link to comment
CaptainChar Posted September 19, 2012 Share Posted September 19, 2012 i never understood the process of UV and while you've been doing that ive been building a replica map to compiment your recent mods Link to comment
Inyri Posted September 19, 2012 Author Share Posted September 19, 2012 Just some color blocking (no real texturing has started yet, and it'll probably wait til tomorrow at the earliest). Link to comment
Inyri Posted November 11, 2012 Author Share Posted November 11, 2012 I'm so ADD about projects. Picked this one back up and did a little (very literal) work on the texture. Link to comment
CaptainChar Posted November 13, 2012 Share Posted November 13, 2012 I beleive most of us are ADD or ADHD when it comes to modding Link to comment
Inyri Posted November 14, 2012 Author Share Posted November 14, 2012 Today's progress, so far. Link to comment
Inyri Posted November 14, 2012 Author Share Posted November 14, 2012 And an ever so slightly updated pic. Link to comment
CaptainChar Posted November 14, 2012 Share Posted November 14, 2012 wow when she gets cracking, she really does Link to comment
Inyri Posted November 14, 2012 Author Share Posted November 14, 2012 The sad part is just how itty bitty a bit of the texture map this all is. I have a loooot more work to do. Link to comment
Inyri Posted November 15, 2012 Author Share Posted November 15, 2012 This is what the fullsize texmap looks like so far. Yes. I chose to work in 512x512. It's an interesting challenge. Link to comment
CaptainChar Posted November 15, 2012 Share Posted November 15, 2012 whats the normal texture mapping size then? 256x256? but higher res, is well better looking Link to comment
Inyri Posted November 15, 2012 Author Share Posted November 15, 2012 I was thinking it was awfully small, not big. Link to comment
Inyri Posted November 15, 2012 Author Share Posted November 15, 2012 Fully not self-lit (all the previous ones were): Link to comment
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