AshuraDX Posted April 11, 2017 Posted April 11, 2017 Seeing that we need a PBR version of the bryar I was wondering what you thought of the most recent rendition of the bryar pistol (large image)I'm not exactly a fan of thas version, I also don't like the way it looks in JKO/A since it's absolutely disproportional and lacks important features, like the magazine seen on this old dark forces sprite.I'd suggest taking the proportions from the abttlefront model, front appeareance from the JKO model and details for the back from the old sprite images.Any Objections @@DT85?
minilogoguy18 Posted April 11, 2017 Posted April 11, 2017 You could maybe gather some reference from the cutscenes also. The game model was too big.
Ramikad Posted April 11, 2017 Posted April 11, 2017 I'm a fan of the classic DF2 version - the old DFmod team seems to have nailed the design pretty well in my opinion, at least for the barrel: The barrel of the Battlefront version is a bit too slim in my opinion, as opposed to being a bit more "beefed" up in the DF2 cutscenes. SomaZ likes this
Tempust85 Posted April 12, 2017 Posted April 12, 2017 I think I read somewhere that Kyle uses a modified bryar blaster. I'm wanting to keep as close to what we see in the cutscenes as possible, so just use them as reference.
AshuraDX Posted April 12, 2017 Author Posted April 12, 2017 I think I read somewhere that Kyle uses a modified bryar blaster. I'm wanting to keep as close to what we see in the cutscenes as possible, so just use them as reference.Yeah, I was going to watch one of those awkward Cutscene movies on youtube and screenshot every clip that shows the Bryar. A google search did not deliver too many good reference pictures. Mostly toy adaptions or fan built props, that do not match what the blaster looks like on the pic Ramikad posted.
Tempust85 Posted April 12, 2017 Posted April 12, 2017 Yeah, I'd personally LOVE to redo those cutscenes in-game but I have plenty to do already.
minilogoguy18 Posted April 12, 2017 Posted April 12, 2017 The nastolgia factor is great for the old cutscenes but redoing them would almost equal the work on the core game itself. It'd be nice to have them done in CGI or use like the Unreal movie thingie like the JK2 movie did to get a higher quality result. GLA animation isn't that awesome to use when looking at things up close and detailed.
AshuraDX Posted April 12, 2017 Author Posted April 12, 2017 well, tohse cutscenes are surely cringe material.Anyway I have taken snapshots of the Bryar in all available scenes, now it's off to the drawing board. Tempust85 and Archangel35757 like this
Archangel35757 Posted April 12, 2017 Posted April 12, 2017 The nastolgia factor is great for the old cutscenes but redoing them would almost equal the work on the core game itself. It'd be nice to have them done in CGI or use like the Unreal movie thingie like the JK2 movie did to get a higher quality result. GLA animation isn't that awesome to use when looking at things up close and detailed.The legacy GLA bone jitter can now be eliminiated by recompiling the XSI animations with Carcass v2.2. Tempust85 likes this
Tempust85 Posted April 12, 2017 Posted April 12, 2017 Just an FYI - I've implemented Ghoul2 viewmodels so when you're done, send it over to me for rigging. @@Psyk0Sith Regarding Kyle. Do you think for now you could just make high quality viewmodel arms, all the way up to the shoulder? Any neutral pose you choose will do as we're not using the player model GLA for viewmodels.
Tempust85 Posted April 13, 2017 Posted April 13, 2017 The nastolgia factor is great for the old cutscenes but redoing them would almost equal the work on the core game itself. It'd be nice to have them done in CGI or use like the Unreal movie thingie like the JK2 movie did to get a higher quality result. GLA animation isn't that awesome to use when looking at things up close and detailed. I already have a plan to get realistic facial animation. It's just implementing a full set of facial bones, animating the talking in Max/XSI, compiling it as a cinematic GLA, then playing the talking animation & voice file at the same time via ICARUS.
Archangel35757 Posted April 13, 2017 Posted April 13, 2017 well my FACS facial rig is still on my ToDo List.
minilogoguy18 Posted April 13, 2017 Posted April 13, 2017 You could just use Face Robot, it already exists and does a pretty good job, it's not just for MOCAP.
Archangel35757 Posted April 13, 2017 Posted April 13, 2017 You could just use Face Robot, it already exists and does a pretty good job, it's not just for MOCAP.Face Robot was was a plugin for 3ds Max (but not Free)... what I plan to make will be free.
Psyk0Sith Posted April 13, 2017 Posted April 13, 2017 Just an FYI - I've implemented Ghoul2 viewmodels so when you're done, send it over to me for rigging. @@Psyk0Sith Regarding Kyle. Do you think for now you could just make high quality viewmodel arms, all the way up to the shoulder? Any neutral pose you choose will do as we're not using the player model GLA for viewmodels. I'll see what i can do, what's the target budget for mesh and textures?
Archangel35757 Posted April 13, 2017 Posted April 13, 2017 If trueview is planned, then you'll need most of the entire character, no? Edit: Why not use the full .GLM model with a .srf file to turn off certain parts of mesh?
eezstreet Posted April 13, 2017 Posted April 13, 2017 I think I'd be interested in this for JK2:Enhanced
Tempust85 Posted April 14, 2017 Posted April 14, 2017 I'll see what i can do, what's the target budget for mesh and textures? I'd say 2,000 tris max total for both arm meshes, and 2-3,000 max for the weapon itself? Open to any thoughts here. @@Archangel35757 The only trueview I'm interested in is 2.0, where it shows the viewmodel & the lower half of the player.
Tempust85 Posted April 14, 2017 Posted April 14, 2017 Trueview 1 shows the entire player model, which looks pretty bad when it's as upclose as that. Much rather to see just the legs of the player model, and still use viewmodels.
minilogoguy18 Posted April 14, 2017 Posted April 14, 2017 The advantage of a viewmodel is you can put more detail into the areas you see since the game wont be rendering an entire character model, performance will be better.
AshuraDX Posted April 14, 2017 Author Posted April 14, 2017 booyah!Got most of the Blaster blocked in, on a side note - can I get a shader alpha gen that triggers when the player fires his weapon? I have an idea...Update!EDIT: gonna reduce the overall thickness of the "hammer" and grip minilogoguy18, SomaZ, Ramikad and 2 others like this
Ramikad Posted April 15, 2017 Posted April 15, 2017 Nice!Never actually paid much attention to it, but now I feel the urge to officially name Kyle's blaster "Thermos Shooter"!
AshuraDX Posted April 15, 2017 Author Posted April 15, 2017 Progress! Allmsot done with the high poly, jsut some minro detailing on the magazine left. I also want to shorten the mag a little, it extends too far out atm. Ramikad, minilogoguy18 and SomaZ like this
AshuraDX Posted April 16, 2017 Author Posted April 16, 2017 double posting for this update: Uploaded a reduced version of the High Poly to sketchfab, now it's time for two retopos and then for texturing.Any changes you'd like to see @@DT85 ? DLT-19, Psyk0Sith, minilogoguy18 and 1 other like this
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now