HMG Work
Vlaad
Join Date: 2012-10-03 Member: 161403Members
So it just kind of crossed my mind... Not that marines need more tools to murder cute aliens but whattahel why not try to get a model into spark...
Instead of directly remaking one from NS I decided to go with more ns2 look. Something like "kord" hmg ns2 edition. Ammo is to be supplied via drum magazine by popping the hatch much like ns1.
Highpoly needs a bit more details on extendable grip. Weapon will be carried and fired from the hip FT style rather than from shoulder. Reload will be done by right arm rather than left as is tradition.
Its decent enough to show and implement ideas if somebody has a suggestions before I finalize high and move to low and bakes and then hook it to rig and do some anims for show..
Ill keep updating the project once progress is made.
Hope you guys like it. Oh yea, tried to setup better renders but since I messed up both max and maya wif 3rd party rendering software. Printscreen + ps for now...
Instead of directly remaking one from NS I decided to go with more ns2 look. Something like "kord" hmg ns2 edition. Ammo is to be supplied via drum magazine by popping the hatch much like ns1.
Highpoly needs a bit more details on extendable grip. Weapon will be carried and fired from the hip FT style rather than from shoulder. Reload will be done by right arm rather than left as is tradition.
Its decent enough to show and implement ideas if somebody has a suggestions before I finalize high and move to low and bakes and then hook it to rig and do some anims for show..
Ill keep updating the project once progress is made.
Hope you guys like it. Oh yea, tried to setup better renders but since I messed up both max and maya wif 3rd party rendering software. Printscreen + ps for now...
Comments
Thanks, still need to add a lot of details though. Ammo cover and grips are placeholders to name a few. Need to think of some decent design for muzzle break as well, feel free to throw in a few ideas if you feel like it.
I'm planning on fully completing and implementing HMG as much as art side goes. Already got max 2009, with cry2 exporter running atm. As far as quartet of animation goes I wanted to ask about it. Its common practice to reuse rigs and just redo/edit animations while rig stays basically the same. Similar sizes/anatomy of chars can fit to one rig, male/female 3rd person and even if rig has to be changed animated controllers stay the same so new rig can be built around it. If that's the case then just the mesh itself has to be skinned.
Perspectives (3rd and 1st) have to be exported from their respective scenes along with materials set to fit spark.
Awesome. When i'm done with this and move on to rig/anims, ill gladly accept any kind of help/advice.
I yanked out FP low poly rifle so size comparison can be seen. Its not drastically bigger because rifle stock but it has more much more bulk. I also mocked up how it could be seen when held from first person.
Ammo display/holo is literally yanked off GL, loved the animation on that... Will just redo it minimally for consistency sake. I moved it to the top of the gun so it can be seen. It is seen better than now than when it was on side. When player pops the hatch to reload, thing will go down and come back again when finished.
If there is any ideas what to add/change, feel free to post it! I will pick up ideas before I move to bake...
...what, let me dream.
If you can get this to work it will be awesome!
(World model)
Textures by TomTom, rest by yours truly. Ill get him to post a few renders in higher quality.
Did a rotation for regular highpoly followed by textured lowpoly.
Reload animation work in progress. Need to finish up fingers animation for reload, rest is more or less done (other animations). Ill post video for all anims once I get around to compile them in one video...
Still wip, stage transitions will be smoother, need to do fingers and ammo counter popup.
Although it will probably be someone else who will finalize it in terms of getting sounds ,code, effects and that kind of stuff... IMHO, there is more work to be done.
Small update for today: played a bit more wif anims, added finger animation and made it a bit more natural.
If someone has something to add, feel free to do so...
Anyone have any idea about the sounds?
My thought was something like ns2 alpha assault rifle:
If the LMG is a highly tuned japanese import car ready to be released onto the street drifting seamlessly round corners then the HMG should be an all loud all american mustang firing all cylinders straight down the quarter mile.
Needs to sound powerful so you get that satisfaction from bringing down the almighty Onos beast!
i would like to see the auxiliary GL come back in some form as well
I think the alpha sound seems like a good sound for it.
Deploy Animation:
Again, great work on the model Vlaad and TomTom!