Ethereal Crossbow 2.0
Domsday Engine 2.0 Heretic Models
I stepped from Hexen for a while to start some models for Heretic. The first model will be Ethereal Crossbow, as a most popular weapon. It's design on sprites is very poor and lack of details and required wooden shoulders support and fire release systems. I'll fix that in the new model
Here is early WIP image.
I stepped from Hexen for a while to start some models for Heretic. The first model will be Ethereal Crossbow, as a most popular weapon. It's design on sprites is very poor and lack of details and required wooden shoulders support and fire release systems. I'll fix that in the new model
Here is early WIP image.
Comments
Sounds great . Even though the "lack of detail" might just be that it is a magical crossbow, so that is why it lacks the wooden shoulders and the fire release system, because due to the magic it doesn't require it?
The "magic" is good excuse to do nothing. Ethereal Crossbow is not magic enough not to use bended shoulders energy to fire bolts. Without support the shoulders will break the weapon and fly away after the bolt. The "magic" mind-based bolt release is not interesting either.
Some artists don't mind how theirs art will work in a real life.
I'm with you Veirdo, regardless of what the low detail sprite looks like, I think any model for these games should look real and believable (you can almost feel their weight and texture). Make it your way and if people have objections then they don't have to use it. As I've said in another post about the serpent staff It looks so real I want to reach out and grab it. and that was just from the screenshot you posted (I can't get V2 to run so I can't actually try the models yet).
Here is the string in "idle" mode.
And for the tome of power version I'll prepare another effects.
Is that particles or animated textures?
are you working on other weapons that requires Corvus's hand?
Hi 0815Jack, the last two months I was very busy. I changed the company where I'm working and transferred to another country. Now I moved out from a company's apartment they rented to me, to my own, and settled down. But my main working PC is still disassembled. In my very few free time I worked on my laptop, and for today I finished the models and materials/effects for Crossbow/Corvus's arm (to hold a Crossbow) and even rigged everything. So the next stations are: animations => export = scripts.
The rigged model is NOT a very pleasant thing to show, it looks like a building in a scaffolding
beautifil WIP screenshots like always Is the fletching of the arrow aninmated?
You mean kinda lightning-shaped stuff at the back end? I tried, but it produces visual noise from far. For pickups better keep very simple and easy readable shape.
Ethereal Crossbow pickup item:
In game:
https://artstation.com/artwork/8nGqQ
I think the skull is not a real human skull but a sculpture made of bronze...but looks nevertheless cool...
About the model: I want to make scales less size to not distract the attention from the skull. Also I want to make skull to be more saturated color. It would be slightly off from PBR brass values I used for reference for material. But it's a game, so I can exaggerate some things
Yes and no
This time the shader is more complex. It used the main "flame" texture translated through meshes, and I also have another "noise" texture (kinda normalMap) to distort UV's of the main texture. That "noise" have it's own translation speed so you could (almost)never see a repeating pattern of the main texture. Another feature is a Fresnel-based transparency. The mesh faces faded out to transparency when the angle between view vector and face normal become 90 degrees.
I hope I will be able to make it into actual game this weekend.