This be how it looks in engine: I might tweak the tendons on the knuckles a bit more. The falloff is a bit harsh on some of them.
Yeah that looks a lot better now. 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.)
Don't really know how, but what you see in HLMV is already pretty much representative of what they will look like in game.
That's world view. I am speaking of first person view. Right now, the arms in first person are bound to each weapon.
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.
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.
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.
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?
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.
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.