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View Full Version : Unreal style reactor


Amad
05-17-2009, 04:54 PM
Talking to Jason made me wanna do something in the vein of UT, so I came up with this.

The idea is a mini-nuclear reactor encased in a handgun format. The problem is, it's in such disrepair that the slightest misstep or god forbid, an enemy round, would trigger Chernobyl 2.0. The bigger issue is that even when it works, it's leaking so badly that you're pretty much killing yourself and your team.

The second idea is that this 'Decoy' as it were, is designed by your enemy. He drops this weapon into the level, so you pick it up to use. Little do you know, he's rigged the emitters to explode upon ignition, so when it fires, you see nothing, and he sees a glorious nuclear blast from 400 yards out. It's like a very unnecessary proximity mine.

The tagline, shouted by the user before the big bang goes something like, *Cough Cough* WTF is this even a gun?! /melt.

There are a few name ideas on the right.

rburke
05-17-2009, 05:54 PM
pretty good idea, i like the tape on the handle, the decoy one is prob better, but the idea of the leaky radiation is pretty funny too.

Amad
05-18-2009, 07:01 PM
Some modeling.. 2900 tris atm. Still isn't optimized.

I want to add some fine details, but could use some feedback.

I'm gonna be down in Anaheim for the next week, drinking corona and sitting on the beach. After that I'll be back to finish this out, hopefully before the deadline :D

Amad
05-19-2009, 06:16 AM
Ready for UVing when I get back. 3449 tris atm, will use the rest for alphas.

Amad
05-29-2009, 07:30 PM
AO bake isn't perfect, but that'll get cleaned up. Some UV's too.

dabu
05-31-2009, 05:49 PM
looks clean uv wise.

Wish the weapon was a little more wacky looking, this is tight and cool.

DrEvizan
06-02-2009, 03:40 PM
I know that the mess-ups in the AO map are a pretty common thing, so you didn't mean to have the chunky pixelated stuff, but am I the only one who thinks that texture on the side tube actually looks really cool? I say you keep it.

Amad
06-03-2009, 07:36 AM
I agree about this thing not being really as 'wacky' as some of the other entries. I think I thought too much about the gameplay aspects of it, because in order for the Decoy to really work, it has to sort of resemble a working weapon.

I'll try to really destroy this thing, texture-wise and make it look like a f-in hazard. Any suggestions on that end would be good. I have the duct tape and the beat up metal goin, but it needs that kick in the nads to really make it look dangerous.

Some progress on textures, thinking about getting it into HQ with some lights for the normal/spec map. 2 shots diffuse, one shot HQ with normal map/lights.

rburke
06-03-2009, 08:20 AM
well, im going to say it could use some more color so maybe some of that yellow and black warning stripes somewhere. Also the normal map is pretty uniform i would try to make it more localized to the damage zones while the fully painted metal parts stay smooth, then just dirty up their spec pass. Also it would be cool to have some warning or instruction labels on this thing. And the top of the handle is pretty plain right now, so i would suggest maybe a little lcd screen or something, maybe an ammo counter, although it only has one shot but it would add to the illusion. The display can say something like "all is well"

Show signs of this dripping radiation your talking about, maybe make the reactor core cracked or something. overall this is working well though. If you have the texture space maybe the tubes could be that braided metal cable or even partially repaired with a garden hose and some tape, that would be a good place to have it leaking at.

also on a second look the little holes under the handle are sorta warped and too close to the edge, so maybe move them some, same with the holes on the tip of the exhaust, they are too close to the edge too.

Also i think the metal looks a bit more like concrete, mainly the painted parts, it would probably be more chipped off paint rather than the eroded look it has now, so maybe rework that and have the normal map just define the edge of the paint chips. The metal you did for your havok stuff is quite a bit nicer so go for something like that, good work though just needs a little refining.

ngawhat
06-03-2009, 12:29 PM
you should make a little bang flag that comes out the end then itll be hell of a decoy

Xeon18
06-03-2009, 01:07 PM
instead of green energy it should spew green jello...that's radioactive...and melts their face...then they die...and fall down...which is my favorite part...

Amad
06-05-2009, 02:19 AM
Thanks for the great suggestions, fellas. The green color there really helps it a lot, thanks for the idea there, Ryan. Here's where the diffuse only is right now. There's still a couple issues with shading and the decal stuff, and I still have to add the LCD which I'll put on the 256 alpha.

On to the small fixes, then normal/spec and dizzone.

James
06-05-2009, 01:38 PM
I still think the wear and tear on the red parts are in the wrong places. They should reflect where damage would have been taken on the object, like the corners and not so much on the flat parts.

Also if you're going with that green tube, I would change that off-white colour in the barrel into a green as well. I mean it should work well since red and green are complimentary colours.

Its looking good though! :D

dabu
06-05-2009, 04:14 PM
I agree, change the wear spots to the edges, and it will read much stronger. Think chipped paint off of metal.

Great contrast, I dig.

DrEvizan
06-07-2009, 08:14 AM
I think you should go for the leaky look, like in your concepts drawings - only more so. Have this obviously hazardous glowing shit just oozing out all over it, so it just saturates the whole lower half like a cracked green egg with radioactive yolk.

Maybe it can even eat away at metal? Right now it's kind of reading as hazardous, but not any more so than a lot of unreal weapons. I mean I'm pretty sure you'd need at least gloves and a painter's mask to safely use a Bio Rifle.

James
06-07-2009, 01:25 PM
I agree. I want to see a gun I wouldnt touch without wearing a hasmat suit.

I think you need maybe some green alphas for the glowy radioactive look and also some spillage towards the bottom of the gun. Also, the little band-aid thing kind of throws me off. I understand why you put it there completely, but I dont think it goes with the seriousness of the texture work as it comes off kind of cartoony. What I would do instead is maybe just leave the crack, or you could put like some tape or something like you did with the handle. Thats a small gripe thats just an opinion but hey, it looks damn good so far! :D

Amad
06-13-2009, 07:07 PM
Here's the finished presentation. The suggestions really helped out, so thanks for all the feedback! I couldn't bring myself to make it green... I tried, but it just looked kinda weak, heh. Anyway, good contest, can't wait for the next one!

CNecron518a
06-13-2009, 10:42 PM
Another win for Mr Amad. This is by far my favorite I've seen so far. The other ones I think are a tad too complex and don't make a lot of sense.. this one I see the most common ground with because it looks practical but at the same time..how the hell could you contain such powerful energy in a gun? I am assuming its some kind of super duper energy blast of doooom!