f1r3's art

Discussion in 'Art' started by f1r3w4rr10r, Sep 29, 2014.

  1. Grantrithor

    Grantrithor Member

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    So that's what baking is, never understood what it actually was.
     
  2. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Looks a lot better (at least up close). Do you have a picture of the entire arm?
     
  3. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    This be how it looks in engine:
    [​IMG]
    I might tweak the tendons on the knuckles a bit more. The falloff is a bit harsh on some of them.
     
  4. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Yeah that looks a lot better now.
    [​IMG]

    The next thing I am going to do is to make clothes for both NF and BE.
    Probably the small gloves NF soldiers already have with short sleeves and the black gloves and long sleeves for BE.

    Another thing that came to my mind: Would it be possible to make multiple models for each faction and have them randomly assigned or have them assigned by class?
    (Either with body groups or separate models.)
     
  5. ImSpartacus

    ImSpartacus nerf spec plz

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    Pretty snazzy. Could we see them in game?
     
  6. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Don't really know how, but what you see in HLMV is already pretty much representative of what they will look like in game.
     
  7. Grantrithor

    Grantrithor Member

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    Just so you know, multiple models are already randomly assigned, both teams have 3 models each.
     
  8. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    That's world view. I am speaking of first person view. Right now, the arms in first person are bound to each weapon.
     
  9. ImSpartacus

    ImSpartacus nerf spec plz

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    I can't say that I know how either, but I'd talk to someone and make sure that what your making can be implemented into the game as easily as possible. That might not be a huge dealio, but I wouldn't be surprised if there are small settings and other bullshit that can cause headaches during implementation.
     
  10. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Yes. This is already done in code for some world models.
     
  11. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    I know but would it be possible to easily support that for view models as well? Since currently the arm are bound to each weapon in the view model right now.
     
  12. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Just to clarify: you'll be splitting up the arm view model from the weapon view model and would like to have multiple arm view models? i don't think that's currently in, but we can have a look.
     
  13. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Yeah that's what I was planning. It would be nice if it's possible to implement.
     
  14. BigTeef

    BigTeef Bootleg Headshot master

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    I am guessing you will be doing multi colored arms if the idea for diverse models happens.

    How will you be able to implement the correct arms to the right person when the models skin color is random every time it spawns?
     
  15. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    I figured everyone would just be white guys.
     
  16. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    I was actually mainly thinking of different clothes and accessories. Like the usual gloves for NF, add to that hand wraps or just bare hands and the like. Need to think of something similar for BE. Some kind of fancy GPS watch or stuff like that.
     
  17. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    awWWww, I wana be the black guy with voodoo paint, a machete, and a shotgun.
     
  18. Trickster

    Trickster Retired Developer

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    Why not just make it class specific?
     
  19. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    The decision whether to make it class specific or random is purely on design/art. I need to know if it's possible without a huge amount of additional coding at first.
     
  20. Trickster

    Trickster Retired Developer

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    We have a different model for Engineer and other classes for the world model, it can't be that hard.
     

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