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Flame Thrower (2)

Posted: Thu Nov 21, 2013 7:46 pm UTC
by Viech

The Flame Thrower is the human team's choice against small aliens and tightly packed structures. Here's the concept by alex_bo:

Image

The tank will double as our incendiary grenade, so it should be a seperate mesh and have a (smaller) texture of its own. If it hasn't been attached to a flame thrower, a player can activate the grenade by pushing the button with the fire symbol on it deep into the casing.

If you choose to do the animations yourself, here's how reloading is supposed to work (note that some of the detail work is outdated):

Image


Re: Flame Thrower (2)

Posted: Thu Sep 17, 2015 5:09 pm UTC
by AlexRaidock

Hi there. I'll take this one for a start.

Just need to know maps resolution and what painting workflow to use(PBR materials or not)???

:human:


Re: Flame Thrower (2)

Posted: Thu Sep 17, 2015 5:58 pm UTC
by Ishq

Ideally we would like 4096k textures. They would unlikely go into the game as such, but it is useful to have full resolution textures in case we need to make changes later. We need diffuse, normal, specular, and gloss maps. The gloss maps are baked into the normalmaps as the alpha channel. Glad to have you join! It would be great if you could keep posting your progress periodically and if you are familiar with IRC, you can get instant feedback/comments/or just hang out with the team.

IRC webchat link: http://webchat.freenode.net/?channels=unvanquished-dev


Re: Flame Thrower (2)

Posted: Fri Sep 18, 2015 1:46 pm UTC
by Viech

Are you sure the gloss map is baked into the normal and not the specular map's alpha channel? Seems like the wrong place to put something like that.


Re: Flame Thrower (2)

Posted: Fri Sep 18, 2015 4:24 pm UTC
by Ishq

Ah, you're right! I believe it is the specular map.


Re: Flame Thrower (2)

Posted: Sun Sep 20, 2015 3:25 pm UTC
by AlexRaidock

High poly version done(images bellow)

Question! What poly budged for retopology??

side
side
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persp
persp
Capture2.PNG (396.32 KiB) Viewed 6441 times

Re: Flame Thrower (2)

Posted: Sun Sep 20, 2015 6:36 pm UTC
by Ishq

5-6k tris is recomenneded. 7-9k is max. Nice progress so far!


Re: Flame Thrower (2)

Posted: Mon Sep 21, 2015 8:25 pm UTC
by Viech

Hi Alex, looking very nice so far! :smile:

I'd like to clarify two aspects of the concept art. First, the secondary handle (the one without the trigger) was supposed to be held with the hand oriented horizontally. The circular part that you can see on the concept was meant to be the rightmost end of a longer handle that extends towards the concept's background. Note that this handle should be roughly centered above the weapon, so that its middle would match the middle of the weapon from a frontal perspective. As a consequence the attachment of the handle wouldn't go straight upwards but extend towards the viewer of the concept. Secondly, note that the tank is supposed to be turned to attach or detach, so the connection should be circular while in your current model it's oval.

Feel free to have a look at the concept thread to understand how it was designed. Of course, you can also deviate from the concept if you feel you have a better idea. :wink:


Re: Flame Thrower (2)

Posted: Wed Sep 23, 2015 12:22 pm UTC
by AlexRaidock

About second handle: ok, ill redo it(understand, should be like this maybe, http://www.starwarsmmolevelingguide.com ... mmando.png)
About flame tank connection: i know that it is round, pipe of main cylinder is round. What is oval, is connection part of the rifle. If it will be round too, it will be too tightly and not very stabilized. Below is examples: 1st - ok, 2nd - too
tightly

OK
OK
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tighly
tighly
1313.PNG (104.93 KiB) Viewed 6416 times

Re: Flame Thrower (2)

Posted: Thu Sep 24, 2015 4:14 pm UTC
by AlexRaidock

Redone minor stuff, topology done(almost 3k for now), texturing is to go. Don't mention little black areas, they will disappear after texturing(suppose ao glitch)
:human:

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