Edit button?
Edit button?
I'm no animator, but I'd keep the gun in a more natural place relative to the upper arms. Try to visualize where the "shoulders" would be, and, potential "torso" movement aside, try to keep your arms pivoting from those points so you can be sure it looks realistic. For example, you've got the stock far above where the left "shoulder" would be, so right now it appears that he's holding the stock where his face would be. That'd hurt when firing a large caliber round :P
you can't visualize shoulders with halo arms. they are WAY too disproportional. if he did it that way the left arm would look fucked up. he has it the right way.
No I mean I want to see the animation from a 3rd person view so I can see what it would look like if I was facing the person and they switched to that gun....
But hes making a first person animation dickcheese, not a 3rd person animation.
the first person animation is different to the third person animation.
the hands you see in first person are not the same hands everybody else sees.
I've been working on a Halo 3-style Plasma Rifle. Since I can't model/animate for anything, all I've done is retagged it and added a new bitmap, but I think it's still worth showing. Keep in mind it's still a WIP.
I used Yelo Battery (<3) to get some new angles, since Halo 1's positioning is nasty.
This is a simple shot of the melee, and shows off most of the redesigned bitmap, the little lightning thing which I'll upgrade, and some of the fake bumping I've tried to implement. Also take note of the deep cyan heat meter, as opposed to the old lavender one.
This is the overheating animation. Nothing too fancy here.
Here's a shot of the gun firing. The firing effect is next on my list for redoing, but you can see the removal of the contrial on the bolt, and a modified light_volume to give it more blue and less white.
Last is a simple shot of the PR being held. If you look closely, you can see some of the fake bump-mapping I tried to jam into the front blue part of the gun.
Gameplay wise, I've tried to match it as close to Halo 3 as possible. 18 shots will kill (6 for shield, 12 for unshield) and accuracy diminishing/rate of fire is as close as I could get it. Also included are Halo 2/3's PR sounds.
I realize that the bitmaps cut off at certain points, and that the new lights on the dull part of the gun are not luminescent. I know this, and if I could model for anything, I could fix this; but sadly, I have to work around it.
Anyway, anymindless flamesconstructive criticism you have to offer is always appreciated. Thanks.
Last edited by Ifafudafi; December 29th, 2007 at 11:55 PM.
I won't lie and say it's great, but you're off to a nice start. A few things I'll comment on :
1. The blue metal of the PR has a "grid" on it like other covenant metals in h3. You can see what I mean here, though it's nowhere near as strongly visible as in that pic. It's mainly affected by reflections, so only a minor overlay on the diffuse is needed, though it should be much stronger on the specular (blue/red channel of multi map).
2. The blue inset lights on the back/grey metal of the gun should be a bit darker and deeper blue. I'd also outline them with some darkening, to give the effect that they're inset and not just... there. I'd also look into play ing self-illumination and functions to see if you can get the lights to glow more as the PR heats up. I'm not entirely sure if that happens in H3, but it would certainly be cool.
3. This is another thing I'm not entirely sure about, but I'll suggest it anyway. It looks like you've removed the blue glow from the... "blocks" at the tip of the gun where the plasma fire comes out. I think it would be a bit more visually appealing if you had some blue going on there - and again, it would be even neater if you tied the glow to how much heat/illumination the PR is currently giving.
Also see if you can get your hands on GMAX; even if you can't model well you could still add some simple geometry like the plasma current between the two "blocks".
Ah, thanks for reminding me. I've got that added in now.
The "inset" style of light is exactly what I've been trying to accomplish, but it hasn't been working out. Since the "dull" shader is over every metal segment, I can't add luminescence on the new lights. Keeping them inset will make them look like blue metal as opposed to actual lights. If I can manage to define the "luminous" shader region across the extra lights, though, that'll help. As for the self-illumination increasing, that's easily possible. I can simply set the flare size to correspond with the "heat" function; but once again, that'll only work for the tips of the gun unless I can get the back part to be glowing.
I've been trying to bitmap a modified lens flare that follows the shape of those lights, actually, so that's probably going to happen soon.
Also, I already have the shader in place for the plasma current; I just need to change it from a simple lightning bitmap to an actual current. That won't be hard.
Thanks for your suggestions. And yeah, I realize it's not the best thing on the planet, but a guy has to start somewhere. >_>
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