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1027587 Posts in 41228 Topics- by 32841 Members - Latest Member: Dunamis

July 28, 2014, 12:29:47 PM
TIGSource ForumsFeedbackDevLogsFancy Skulls - On Steam!
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Author Topic: Fancy Skulls - On Steam!  (Read 17220 times)
johnki
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« Reply #30 on: February 16, 2013, 01:38:00 PM »

Revolver is way too black and is that a megaphone?
I concur with both of these sentiments. The contrast on the revolver, in specific, makes everything but the hilt difficult to discern.

I do like the cannon weapon a lot though.
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tequibo
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« Reply #31 on: February 16, 2013, 02:22:33 PM »

Try to make it like this or this

TF2 items can be great references for weapon models!

Yeah, I do look at TF2 weapons from time to time:) I want to keep basic simple shape, as I want to make weapons look as different distinguish as possible, but yes, id does require some more work, to make it less megaphony.

I concur with both of these sentiments. The contrast on the revolver, in specific, makes everything but the hilt difficult to discern.

I do like the cannon weapon a lot though.

Actually working with textures and lighting and how it will look in game is just ahead. And it's complicated for me. Yeah, on this picture it does look a bit rubbish.

Thanks for feedback!
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Greg Game Man
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« Reply #32 on: February 18, 2013, 03:00:01 AM »

Weapons look great, except for the grenade launcher. Would be cool if all the weapons used the same 4-5 colors. How do you get that shading, do you UVmap then just apply different colors to the faces, is lighting baked in?
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tequibo
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« Reply #33 on: February 18, 2013, 02:02:46 PM »

Weapons look great, except for the grenade launcher. Would be cool if all the weapons used the same 4-5 colors. How do you get that shading, do you UVmap then just apply different colors to the faces, is lighting baked in?

Thanks, man!
Here is a another iteration on grenade launcher:


Still not quite there.

As for textures - models are still in blender, I just assigned different materials there, by selecting faces and pressing assign in material tab - you can assign multiple materials to one mesh.
But unfortunately when model is imported in Unity materials all messed up, assigned to wrong faces, so it's only good for quick preview in blender, it seems. My guess that problem begins where there is adjacent faces have different materials assigned to them.

So, yeah, I am going to make UV unwrap and make a texture. I have already did this with previous versions of weapons, best way is to have texture where 1 color is 1 pixel, and just shrink uv island to that pixel.

But here I will just make normal sized UV map, I may try to add some detail via texture, or, indeed, bake AO? Or even paint texture? Probably not though, will it simple.
« Last Edit: February 18, 2013, 02:34:48 PM by tequibo » Logged

Quarry
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« Reply #34 on: February 18, 2013, 09:14:14 PM »

what about making that darker part a hexagon?
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jonbro
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« Reply #35 on: February 19, 2013, 09:09:17 AM »

another RLFPS is this one on mapcore.
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tequibo
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« Reply #36 on: February 20, 2013, 03:12:55 PM »

what about making that darker part a hexagon?
I was thinking about it, but I kind of like it square.

another RLFPS is this one on mapcore.

I think I have seen some time ago, then lost the link. Thanks for sharing!

And re: material assignment in blender - it does seems that if you assign material to vertices  that are split off (select desired faces, hit "y", then assign material, it will import in unity fine. So you will be able to change materials there, select shaders and whatnot. It SEEMS fine, though I did not tested it for long.

EDIT: nevermind about splitting off vertices, actually that seems to have been a problem in a first place - in one mesh I had detached piece, a barrel in a shotgun model, and in was inside other part, so it got a bit messed up. Z-sorting problem. So I cleaned it up, and it's fine now.
Hmmmm...
Ok, I dont know what was the cause. I just remodeled problematic part.

« Last Edit: February 20, 2013, 05:49:59 PM by tequibo » Logged

DustyDrake
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« Reply #37 on: February 20, 2013, 03:37:44 PM »

what about making that darker part a hexagon?
What about moving that darker part back, and extend the gray tube through it, so it's like a chamber for the grenades, much like the revolver, or the TF2 grenade launcher?
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tequibo
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« Reply #38 on: February 21, 2013, 02:52:09 PM »

Today I have spend struggling with super wicked blender/unity quirk - weapon model normals were flipped in unity when there is armature applied to it. No matter if by parenting, or by modifier. No matter, how many bones it have(i have found on google that this happens when there is one bone in armature). So, setting Root Bone to None in skinned mesh rendered solved it. At least for now. Have no idea what caused it, old models worked fine, and when I created test model in a same fashion it worked too.


what about making that darker part a hexagon?
What about moving that darker part back, and extend the gray tube through it, so it's like a chamber for the grenades, much like the revolver, or the TF2 grenade launcher?

Hmm, will think about it when I get back to modeling grenade launcher. Might try this, or maybe just rotating that part.
« Last Edit: February 22, 2013, 03:08:26 PM by tequibo » Logged

tequibo
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« Reply #39 on: March 23, 2013, 04:07:44 PM »

So, I have made some progress and plan to make and release video due to end of march, and then probably start playtests.
Here is friendly little guy:

I love friendly sentry guns/battle pets in games, so, yeah.
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Cloudiest Nights
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« Reply #40 on: March 24, 2013, 07:49:49 PM »

Game is looking pretty sweet! I already really love the art direction! One quick question; are you planning on including elevation/ramps/etc for each room, or will they remain flat?
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tequibo
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« Reply #41 on: March 25, 2013, 03:17:08 AM »

Thanks!

I am finally got to stage where I started to work on a level design. There defenately will be obstacles and different room layouts.
Probably ramps and such too, just need to find solution for rather simple melee AI preferably not involving writing proper pathfinding. Hopping? Shooting when out of reach? Hiding?
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tequibo
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« Reply #42 on: March 29, 2013, 12:42:01 PM »

Cannonballjump!


Have been working a lot lately.
Teaser coming soon.
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Cloudiest Nights
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« Reply #43 on: March 29, 2013, 12:43:45 PM »

 Shocked Ok. That is sweet.  Hand Thumbs Up Left
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nickgravelyn
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« Reply #44 on: March 29, 2013, 02:31:18 PM »

 Kiss
 Hand Clap
 Hand Money Left
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