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Old 01-09-2006, 06:55 PM   #1 (permalink)
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Chris Holden

*Current*
1146 triangles, 4x1024 (normal, spec, color, glow) textures.



*Original Post*

Same thing for me being a staff member and all. Nothing going yet, but thought this might be handy:

The idea behind this image is to help get things started and test the first person perspective. This image has NOTHING to do with my entry.

In your editor (max shown here), create a polygon plane and put a screenshot of UT on it. It's best to find a screenshot of the weapon you want to do, but for this example I used an image of ut2k7 because it was all I had handy.
Create a camera, position it so that the plane fits tightly in it's view and set the FOV to 90 (usually default field of view in FPS games).
Block out your weapon quickly for placeholder (as seen). Then select the camera and UT screen plane or group them, as long as they move together. Move the camera and plane so that the weapon appears correctly positioned over weapon in the screenshot. The reason to move the camera and plane instead of the weapon is so the weapon can stay centered in the editor, and the camera/plane won't be moved anymore anyway.

http://img225.imageshack.us/img225/9...scameramq6.jpg

From this point, you'll be able to quickly view your weapon as it should be presented, and can effectively use your resources where they will be seen.

Last edited by chris holden; 07-10-2006 at 01:31 AM.
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Old 01-09-2006, 07:10 PM   #2 (permalink)
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The coolly cool crith, I the important side, for the thinking this comp. which imitates that of the easy method of seeing being good perhaps most extreme patsies who are use that method with my entry item
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Old 02-09-2006, 01:22 AM   #3 (permalink)
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Blocked out some ideas tonight for my grenade launcher. I've only focused detail on the first person view thus far.

I need to add a site, grip/trigger, etc. I may increase the height of the ammo drum or replace it all together. There may be some pretty major changes to this before I'm through, since tonight was mainly me tossing out shapes and ideas to see what looked good in first person.

http://img227.imageshack.us/img227/7999/glch02gi8.jpg

oh yea, no real smoothing groups on here either.

Last edited by chris holden; 03-09-2006 at 09:59 PM.
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Old 02-09-2006, 04:13 AM   #4 (permalink)
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you bastard, you know to much

thanks chris
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Old 02-09-2006, 06:18 AM   #5 (permalink)
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Wow, that looks really nice, definitely looks like it fits inside the Unreal universe too :]

What's the triangle count of it like that though? I'd guess it's at the high end of the limit (though i'd guess you've deleted the unseen faces?)
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Old 02-09-2006, 08:27 AM   #6 (permalink)
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That's awsome Chris, I can't wait to see more progress on this .
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Old 02-09-2006, 06:52 PM   #7 (permalink)
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Yea, that's the high-end version for generating the normal. It's currently under 10k triangles, but that doesn't matter too much. I'll try and get more of this out later.
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Old 03-09-2006, 10:38 AM   #8 (permalink)
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I like the bulk it has and the tommy-gun style ammo drum - I wouldnt change that part
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Old 03-09-2006, 09:59 PM   #9 (permalink)
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Added a scope and some more detail overall. Not sure about the circle/cross thing at the back of the front shaft. Need to clean up along the back curve to fix the lighting. Anyway, time for a food/adult swim break

http://img217.imageshack.us/img217/4057/glch03fn7.jpg

yea, ok, deleted that circular crosshair looking thing on the back of the foreward rail. It was bothering me a lot.

Last edited by chris holden; 01-10-2006 at 08:54 PM.
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Old 03-09-2006, 10:05 PM   #10 (permalink)
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Looking awesome, man.

I see you're going for a more UT2k7 feel?
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