|Creating a Weapon for Source||Locked|
|Aug 14 2013, 6:34pm Anchor|
Just a quick update to say I have spent a little time over the last few days making a start uploading my video tutorial series "Creating a Weapon for Source"
The series will take you through the entire process of creating your very first weapon for any of the valve Source products such as Team Fortress 2, HL2, Counter-Strike Source or even your very own Source Mod!
This is a very long tutorial series but no stone is left unturned. Many tutorials often skip a beat with a "here is one I made earlier" style arrangement which often means you are missing out on vital information. These tutorials start with the basics of playing reference into the scene, through modelling and uving, then texturing and finally onto rigging, animation and compiling.
These tutorials are also starting to get on a little bit now BUT I am sure there are still plenty of tricks and tips useful to any beginner to the world of 3D and principles of weapon creation are still very similar today.
casf01 Rigger / tech artist
|Aug 15 2013, 5:30am Anchor|
I watched the animation part, there are some bad habits that you show but it's a great introduction overall .
FYI an upnode is used to define the roll orientation of the look at. Put your finger in a gun shape... Index pointing forward and thumb raised. Now your index is the lookat but it doesn't roll. If you do specify an upnode the thumb will either always point at it or use his orientation.
Leaving it to world won't cause gimbal lock. The only way you can get a real gimbal lock in max is by using to axis alignment with the lookat and then getting a gimbal lock on the upnode as you animate. Freezing transform will reset the axis before rigging to help prevent gimbal lock.
Nevertheless I think you did a great job even if I really don't agree with some of the methods shown but that's some more advanced stuff that shouldnt be included in an introduction :p
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