Posted: Fri Jul 15, 2016 12:42 am Post subject:
[RA2] Autonomous Sniper Turret
Subject description: this is basically my 2nd attempt at 3D modeling
After making what thought I'd call a landmine, I decided to make something more useful.
Still by no means big or impressive, this here is an autonomous sniper turret with a modified AWP of sorts that. It's meant to be a more advanced anti infantry defense to replace the pillbox for allies late in game.
EDIT: Updated with a fixed rotation. SHP attached. The one attached can be used as the turret, and a dummy base shp.
preview looks good.
But the SHP download is missing Moved to media hut, till you add the SHP.
The rotation is inconsistent. It accelerates and slows down at the north facing.
Make sure you set in 3ds max a linear tangent for the key frames, so the rotation is exactly 11.25° on each frame.
i see the background transparent in gif, not black.
the gif is looping fine. could be your browser settings, that it doesn't loops and shows with a black background. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The rotation is inconsistent. It accelerates and slows down at the north facing.
Make sure you set in 3ds max a linear tangent for the key frames, so the rotation is exactly 11.25° on each frame.
I was wondering about that. Consider me a total noob at this who is using blender instead. how do I do that in blender?
Quote:
i see the background transparent in gif, not black.
the gif is looping fine. could be your browser settings, that it doesn't loops and shows with a black background.
I actually uploaded a second one with a transparent bg.
also, I'll upload the shp version with a cameo once I fix that rotation. QUICK_EDIT
preview looks good.
But the SHP download is missing Moved to media hut, till you add the SHP.
The rotation is inconsistent. It accelerates and slows down at the north facing.
Make sure you set in 3ds max a linear tangent for the key frames, so the rotation is exactly 11.25° on each frame.
i see the background transparent in gif, not black.
the gif is looping fine. could be your browser settings, that it doesn't loops and shows with a black background.
You know... I wish I would have looked that up or knew that was a thing... When ever I rotated anything I would manually do it...
I am going to have to try that some time... _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
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Posted: Fri Jul 15, 2016 12:22 pm Post subject:
silverwind wrote:
I was wondering about that. Consider me a total noob at this who is using blender instead. how do I do that in blender?
You must open the window with the name "Dope sheet", select the keyframes which you want to change (be sure you selected the right ones), and go to Key --> Interpolation Mode and select "Linear" from there.
preview looks good.
But the SHP download is missing Moved to media hut, till you add the SHP.
The rotation is inconsistent. It accelerates and slows down at the north facing.
Make sure you set in 3ds max a linear tangent for the key frames, so the rotation is exactly 11.25° on each frame.
i see the background transparent in gif, not black.
the gif is looping fine. could be your browser settings, that it doesn't loops and shows with a black background.
You know... I wish I would have looked that up or knew that was a thing... When ever I rotated anything I would manually do it...
not bad. Though i think there is still lot of potential for improvements.
-the 2 black and grey lines holding the weapon look very simple. a little more thought out mechanism to hold the weapon would be nice. like some visible mechanics that allow the weapon to tilt, rotate, pull the trigger
-some more details in general. e.g. a big ammo box on one side, another for the empty cartridges on the other side. some kind of scanner/camera thing, some small wires which power the electronics etc
Instead of the box for empty shells, you could also think about creating an animation showing a small shell flying away. Render that anim from 8 facings and you have a nice firing anim for the weapon.
The concrete texture and base is looking nice though. Maybe even a tad too heavy looking for such a fragile little weapon.
The concept I based this off actually had more thingamabobs around the gun for ammo, etc. I initially thought I'll keep it simple since it's small in game. But I'll add some of those sometime.
About that damage frame. I've given that a lot of thought. Since I'm new at this and everything, I haven't quite been able to figure out how to make this render as two separate parts while making the gun's shadow fall on the turret base. Is there some sort of 3D-counterpart for masks?
When I get back to working on this, I'm thinking of a damaged version, a snow version, and a pack of cameo-oriented renders for those who might want those.
In the mean time, I need to figure out how to render that shadow well enough, so it doesn't look magically illuminated in game when I separate the base and the turret. QUICK_EDIT
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