Saturday, October 31, 2009

one step forward, 2 steps back

Well, I've gone and wrecked another fluid container, so back to square one with the muzzle flash. Least I'm learning, though not as fast as I would've liked.

Friday, October 30, 2009

loading sequence

Blah, I hate working with fluids. So finicky, but useful. I won't lose to you, FLUIDS!

Anyway, I at least got the gun animations itself pretty much set. There may be tweaks later on to add to the effect, possibly some braces failing and some upward recoil as a result of the momentum generated. I do have the fans going though, though at the rate their spinning, they'd hardly be noticeable, even with motion blur. As per the target the gun is aiming at, I may just create a destructible wall and duplicate it several dozen times in post to show the force of the shot. Maybe even have some other things destroyed on the outside of the building as well. Maybe even create a black hole event as a result of the speed through which the slug is traveling, (since in theory a rail gun is supposed to fire its projectile at the speed of light) where in the target object almost collapses in on the impact point, but explodes none the less.

Friday, October 16, 2009

confound technology

Started working on the firing sequence, and my first order was to get the barrel to look overheated. Well, after a huge amount of trial and error, this is the result. I even have it rigged so that the level of the color can change with the use of a slider. Thank you set driven key.

Sunday, October 11, 2009

Head sculpt

So far its just the sculpt and the skin tones. Gotta model out the hair and attempt to rig it a different way, since the blend shape setup isn't working as it should. Model is based off my friend's face.


placed a Lambert shader on top to give a better highlight on the warm and cool tones of the skin.

Friday, October 9, 2009

The MK-I has been confirmed

I've finally put up the MK-I onto the site. It may be incomplete, but where it stands now does merit some form of display. I won't add textures for some time, and it will probably only be an occlusion pass from now on.

Check the main site to view it.