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Re: Sky Titans [Re: Quad] #378910
07/27/11 18:17
07/27/11 18:17
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
i tried to make it as multi purpose as possible. For an indie title im thinking resourcefulness is key. It can be thrown end over end so it can one hit kill with the sharp side, the button on top can be pressed for a proxy grenade or the "buttons" can be pressed to change grenade times wink not sure if all those will be implemented but i wanted to give the team the ability to use it for as many things as possible..

The glow is a good idea, not sure if they are using appropriate shaders, but i do have proper source to do it, and to change paint colors easy if needed..

I also want to start on some guns, but first im hoping alibaba can give some details on what type of guns they have set up for so that i wont waste time on a gun that isnt easy to put in. I already have a sort of clue from the videos, but i dont want to assume just off of that.

Re: Sky Titans [Re: lostclimate] #378937
07/27/11 23:11
07/27/11 23:11
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline OP
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alibaba  Offline OP
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NRW/Germany
thank you man, looks awesome! Ill be back home tomorrow. Man, you are great! laugh


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Re: Sky Titans [Re: alibaba] #378944
07/28/11 03:48
07/28/11 03:48
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
No problem. As you can see I'm fairly psyched about this project, I generally don't do much free work. Here is a quick peak at how the high poly assault rifle is going. looking for inspiration if someone has any on details i can add before i finish fitting the mid and low poly (I already made the mid for up close ingame and a lod for other characters running around.



I just can't wait until I can see these all in a game. Haven't even worked on a fps since i was a wee lit'l game dev when i first got started laugh up until now it seemed like a moot point because without some special feature, fps's usually require AAA funded art to have a chance.

Re: Sky Titans [Re: lostclimate] #378947
07/28/11 05:52
07/28/11 05:52
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Looks great, but I don't like connections between clip, grip and pivot, it looks kind of strange, real weapon wont need those connections, they will interfere shooter in real combat, but this is just my opinion, other ways, weapon is hot!


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Re: Sky Titans [Re: 3run] #378949
07/28/11 06:17
07/28/11 06:17
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
i do agree with you except for the back one. thats also part laziness, i modeled that right into the geometry of the high poly, very nontrivial at this point to take out, that front one though ive regretted from the beginning.

really quickly skinned the game usable up close version temporarily (didnt clean up the map at all) and then just baked it immediately to see how well this gun will bake... have to say im pretty pleased with the results. keep in mind this isnt skinned optimumly so the texture resolution isnt even mapped out well yet.



but like i said i do agree about the front part, think it looks much better without.


EDIT:

btw, 3636 tris.

Last edited by lostclimate; 07/28/11 06:17.
Re: Sky Titans [Re: lostclimate] #378950
07/28/11 06:20
07/28/11 06:20
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Posts: 5,370
Caucasus
Now it's awesome laugh But will that "connection" to the clip stay while realoading? Or will it move somehow? I don't like the connection grin But, that's not important, model is awesome!


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Re: Sky Titans [Re: 3run] #378951
07/28/11 06:24
07/28/11 06:24
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
clip slides in the bottom so you never see the clip outside of the reload (havent even made a clip model yet.) The only reason im leaving that connection is that it would be quite hard to remove from the model at this point. probably should taken more time between steps to get critique, but its a very motivating project for me for some reason. laugh

Re: Sky Titans [Re: lostclimate] #378955
07/28/11 09:56
07/28/11 09:56
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
grenade model better but i still dont think it stands out enough for this already dark game, i just think it needs some color standing out

decent weapon models, goodluck with those anims wink unless you know how to get it to use the current anims ? doubt it though

Re: Sky Titans [Re: darkinferno] #378993
07/28/11 15:25
07/28/11 15:25
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Use a trail for grenades like Halflife2 and DNF do. That should stand out (and looks cool)


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Re: Sky Titans [Re: mk_1] #379013
07/28/11 18:03
07/28/11 18:03
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline OP
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alibaba  Offline OP
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Joined: May 2008
Posts: 2,113
NRW/Germany
Finally back home laugh


lostclimate, thank you very much for your help! I really appreciate it laugh
I think my model problem is solved now. The weapon looks awesome! I hope you´ll continue working with me. I´ll add you at skype so we can talk and play wink

Developement continues..


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