I spent all of Monday iterating on the most favourite design
from my silouettes and came up with these designs.
None of these are any better than the original design so I
just began modelling the original silhouette.
I was concepting shapes as I was modelling in 3Ds max, I did
this because I work much better when designing something 3D in max rather than painting.
Rather than moving onto texturing as I normally would, I
took the mesh into engine to ensure that the turret worked properly so that
there would be no chance of me rushing at the end of the project with something
I wasn’t familiar with. Putting my meshes into the blue print didn’t pose great
difficulty; most of my time was put into getting the projectile to fire
correctly.
The projectile was originally set up to have a slow and heavy round
which ejected the cartridge nowhere near the barrel, I’m making a rail gun
which doesn’t have a cartridge but it has a casing around the projectile which
splits away from the projectile shortly after leaving the barrel. So to get the
projectile to fire fast and straight I increased its initial speed to 4000 and
reduced the projectile gravity scale to 0 in its blue print, I did try having
the speed at 7000 which although would be more accurate, it means that you
cannot see the projectile in the air as it travels towards you. To get the
ejector to look convincing I moved the socket to the barrel mesh and put one
either side of projectile socket, one of them rotated 180 degrees so they’d
shoot out at opposite trajectories as if they were splitting apart from the
projectile. When I was getting shot by the turret to begin with the gun was
facing down towards the players crotch area, to fix this I restricted its
aiming angle to -5 degrees. To make it seem more like a rail gun I reduced the
rate of fire to give each shot appear to have more impact.
I ran into some problems while working in engine...
Quite a few actually...
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