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Hot Topic (More than 10 Replies) New Quadshot model (Read 1186 times)
Krull0r
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New Quadshot model
Feb 7th, 2017 at 9:21pm
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Hey there Smiley

I spend two weeks of intensive work in my sparetime with remodeling and reanimating the first person model of the quadshot.


I added the arm from the automag to the weapon, so the model don't need any extra textures.

I'm working a lot with Blender in the last time.. but importing models from Blender to Unreal is a mess and massive time consuming...
I didn't use psk / psa for skeletal animations. I used the oldschool way with vertex animations...


The mesh uses the same animation names and frames like the original from 227 the only difference between them are the origin coordinates and the scale of the 3d model.




That's the result.










If I find the time I'll make a comparison video of the 227 model and my version Smiley
  

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Skywolf
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Re: New Quadshot model
Reply #1 - Feb 7th, 2017 at 11:40pm
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Nice work. texture quality is really what is holding it back though.

But how did you even get this in Unreal? Is there a way to convert to vertex animation now from Blender?
  

I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament Roll Eyes.
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[]KAOS[]Casey
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Re: New Quadshot model
Reply #2 - Feb 8th, 2017 at 3:30am
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skeletal mesh, most likely
  
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gopostal
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Re: New Quadshot model
Reply #3 - Feb 8th, 2017 at 3:31am
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Skywolf wrote on Feb 7th, 2017 at 11:40pm:
texture quality...is holding it back

Paging Lightning_Hunter! There's a job for you my friend.

I got to playtest the Quad earlier today. Krullor did a fantastic job with this. Animations, weapon behavior, model all work just as they should. Finally it gets done correctly.

  

I'm outta here. C ya!
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Krull0r
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Re: New Quadshot model
Reply #4 - Feb 8th, 2017 at 6:12am
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Skywolf wrote on Feb 7th, 2017 at 11:40pm:
Nice work. texture quality is really what is holding it back though.

But how did you even get this in Unreal? Is there a way to convert to vertex animation now from Blender?




1. build your model

2. make sure that all uv maps are inside blenders uv grid.

3. create a skeletal mesh with armatures, animate them

4. export every single frame as a .obj file. For Example Frame 1 = Fire01, Frame 2 = Fire02 .....

5. open a new blender window and import every single frame in to a new scene.

6. if you have different objects in one frame, join them and name the Object and Object Data for example ( Fire 01, Fire 02, Fire 03... )

      6.1 Don't import every single frame at once... make it step by step. ( Load frame 01, join it if needed, rename Object Name, rename Object Data name, import the next frame. and do the same again

7. export the animation set with all fire keyframes as fire.obj

8. open Wings3d open your Fire.obj which includes every single keyframe to fix the uvmap.

9. export it without doing anything with Wings3d as a .3ds

10. use 3ds2unr to export the model to the Unreal vertex mesh format.

11. import the mesh to Unreal



maybe there is a better way doing this but I didn't find a other method.
  

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Rubie
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Re: New Quadshot model
Reply #5 - Feb 8th, 2017 at 11:14am
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Realy COOL !
  

I have no signature Smiley
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Skywolf
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Re: New Quadshot model
Reply #6 - Feb 8th, 2017 at 1:56pm
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That totally isnt tedious as f*ck or anything Roll Eyes.
  

I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament Roll Eyes.
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Krull0r
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Re: New Quadshot model
Reply #7 - Feb 8th, 2017 at 2:11pm
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I had a lot of fun doing this and it was soooo exciting..... *not*

If you made a fault and you didn't noticed it. 3ds2unr cries that the frame is out of sequence you have to do the whole procedure for each animationset again....

It was a mess and I wouldn't do it again....

  

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Krull0r
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Re: New Quadshot model
Reply #8 - Feb 8th, 2017 at 5:17pm
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Here is a demonstration video of the animations of the new Quadshot on Passage 227



  

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makemeunreal
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Re: New Quadshot model
Reply #9 - Feb 8th, 2017 at 8:41pm
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Some really hot stuff is on the way. Really sweet. You made the quadshot look so badass it hurts ahahaha.
  
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Krull0r
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Re: New Quadshot model
Reply #10 - Feb 8th, 2017 at 8:49pm
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makemeunreal wrote on Feb 8th, 2017 at 8:41pm:
You made the quadshot look so badass it hurts ahahaha.


Yes that was exactly my intention Smiley

  

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Bleeder91[NL]
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Re: New Quadshot model
Reply #11 - Feb 12th, 2017 at 10:37am
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Not a fan of the barrel turning back real quick at the end of the animation. I know the old model does the same, do you think you can fix that?
  
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Krull0r
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Re: New Quadshot model
Reply #12 - Feb 12th, 2017 at 11:17am
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I tried different things fixing this. But I found no sulotion with out changing the reloading speed. My first version had 26 instead of 13 frames at the reloading animation. In this version I rotated the barrel back before the weapon goes down. So you didn't noticed that the barrel moves back to the origin.

But with this version the weapon played the whole animation for reloading the weapon while the original animation goes back to the second third of the animation and starts again.


The reload animation is splitted in three parts. Weapon up, reload and barrel rotation, weapon down.
  

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Bleeder91[NL]
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Re: New Quadshot model
Reply #13 - Feb 12th, 2017 at 11:29am
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I would love to see a flip off animation like in the translocator model, where you give the finger to the enemy you just unloaded 4 shells on in close distance XD
  
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Krull0r
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Re: New Quadshot model
Reply #14 - Feb 12th, 2017 at 12:06pm
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Hehe you would laugh but I already made such an animation in blender, just for fun Smiley it would be nice to trigger this animation after the player kills an enemy with full loaded barrels like you said Wink
  

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