Game Editing > 3D Modeling & Content Creation

3D Modeling WIP Topic

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silicone_milk:
The red glowing effect is something I was actually going for. I'm going to add a small particle effect added in Unity to have embers dropping off her hair every once in a while. I don't really know where I'm going with it I just think it's an interesting-looking effect.

From the distance the camera is at, the hair effect isn't super overpowering in my opinion. The hair gif was rendered with the camera really close to the character.

I spent most of the day yesterday messing with weight painting and it's a nightmare. There has to be a way to map armatures to meshes without this clunky crappy weight painting system. We've made huge improvements in texture editing, mesh editing, etc... but we've been stuck with this primitive cave man vertex-painting system for mapping bones to geometry. It's ridiculous.

kat:
There are other ways to 'map' the structure of a mesh to the underlying skeleton but none of them are entirely trouble-free, especially so when achieved via automated processes, offer the control you really need, or are compatible for game engine tech - from that point of view 'bones' are the most efficient way to animate a structure.

What you might want to try doing is blocking out a broad group of vertices first, so bones that don't have a left/right pairing - "spine", "head" and so on - get first treatment you can then go over the mesh doing both sides sequentially; rather than going down the left side and then switching to the right side, a better way to do it might be flipping side-to-side - left-shoulder > right-shoulder, left-arm, right-arm and so on, that way you can use the same 'paint value' on both bones are you weight them (I've never been too fond of the axis flip and duplication modifier myself, so will rig manually as outlined above).

Re the hair: If it's 'on fire' why not make a show of that as an effect, a sort of "here's a neat trick to try" type of affair with animated textures (flaming hair) and particle effect? Could/can you add physics to that so the flames flop about when she moves? The effect could be expanded on from there.. changes colour when she gets angry, dims and goes out when she's killed and so on. So many possibilities, tangent subjects/things to try ahoy!!

kat:
It takes a long time to put these RtCW single player levels together but level 2 is done. Now just bug tracking the scripts whilst starting on level 3!

Caulk hull

Entities

Entities + detail flagged brushes (clip volumes not shown)

ratty redemption [RIP]:
looks cool kat. can we see some player view images?

silicone_milk:
Kat, regarding the hair/flames flopping when she moves, that was a part of what I'm going to cover at a later date using a particle system with the hair to create embers and to lengthen the hair a bit for a neat flame shader.

Working on the animations still. Have walk cycle (not the greatest ever made but it will work), idle, and am doing a jump right now. Trying to get a handle on how to blend animations properly at the moment.

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