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/vr/ - Retro Games

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>> No.10928763 [View]
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10928763

>>10927901
>Violent Rumble 2
>615 days
Honestly didn't feel like it, but time flies I guess. Seeing that bar right under 94 Protons really puts things in perspective... and is personally embarrassing.
Between Malice Refined and starting a FTE engine game with some friends, I can't really pretend to still have any real motivation or interest in the project. There have been a couple map submissions, and it seems at least 2 anons are still working on maps, but it might be best for them to just release on their own with the VR2 devkit since I can't honestly promise anything else.
That being said, newspost anon can take VR2 out. I've put some project files for various unfinished things like gif related, her dagger, and the plasma cannon model up on the mega folder under 'useful stuff' if anyone wants them. Some stuff was closer to completion that others.

I really do apologize to anyone who participated. I'll gladly help if anyone needs assistance packaging the devkit with their map(s), but I don't think anything else will be happening with the project for the foreseeable future.

>> No.10308065 [View]
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10308065

>>10307701
Skill issue.
>>10307875
Thanks, though I'll likely have to tone it down a bit since MDL wobble makes them clip through the dress, and it's only going to get worse as I add more animations that increase the largest bounding box (and thus vertex grid size). No way to preview that in Blender unfortunately.
Also I was very much inspired by Paul Steed (rest in tits) and a recommend anyone getting into early-3D game modeling read his book, which is still very applicable to Blender and game modeling in general: https://ricardocasarino.files.wordpress.com/2008/05/paul-steed-wordware-modeling-character-in-3ds-max-2002.pdf
>>10307996
A gibbed head will probably be the last thing I get to, but I'll make sure to do it. I'll probably forgo the typical Quake 1 thing of the gibbed head having more detail than the normal model though, since I'm already pushing well beyond a typical Quake 1 level of detail.

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