Graphic Design and 3D Art focused modder. Currently self-teaching Character Rigging and C#. Good times ^^
Cant answer that man, TBD until its done.
Yup its Macross, those are Battle Galaxys attached to Colonyships, escorted by Northampton-class stealth frigates ^^
Screens uploaded, hopefully the tanks and matvs are cyberpunked enough for you guys :)
Got a few more screens to upload, then back to animating an stuff.
Keep an eye on my other project, 2073 AD. Will have an announcement to make in the coming months regarding my progress with Unity, that shouldnt really come as a surprise, but will deffo please everyone who was originally following VS.
New anime to lookout for, looks pretty sweet. Also set to get a Netflix release Youtube.com
Thanks man :)
Yep. Only in 3rd person tho. I would like to eventually add 1st person, but jus to much work atm, 3rd person and rts alone are already quite a handful.
Thanks man your faith in this project is much appreciated! Jumping from mod to standalone has really shown me I still have allot to learn, but Im getting there :D
Currently setting up Additive Animation Layers for the grunt so bottom animation loops and top switches between shooting etc.
Making some good progress in unity an grunt is lookin awesome, deforming very well in pretty much every animation I put him though. Wont be long before I start on the mecha.
Regarding that, any mecha in particular you guys wanna see ingame first?
my comment was essentially an update to the mecha, and well, everything actually. correctly rigging the grunt sets a precedent for rigging all future vehicles and creatures in the future, including the mecha. the grunt has several key points, his helmet, backpack, chest ammopouches/nades, and the large shoulder pad. by figuring out how to skin all this stuff to the rig i made, so when i animate it, it looks anatomically correct has taught me to correctly build rigs and skin them correctly for anything in the future.
i know 'ive skinned the gunt!' dosnt sound like much, but really its a massive breakthrough. its bridged the disconnect between my models and unity itself.
for now, core gameplay wise, i simply want to setup the 3rd person character controllers for infantry squads an vehicle squads (and to a larger extent the squad system itself). to start with ill just be using the grunt when building the squad character controller setup. once thats fairly solid ill move onto mecha etc.
that said, once the basic squad character controller is in place, i can add any starship/vehicle/character type to it. obviously, theres far more necessary to assemble anything remotely representing an actual standalone game. i'll be further addressing all this when i complete the goal stated above.
Heh, just finished re-skinning the grunt from the ground up, by hand with industry standard tools instead of cheap automated/autoskinning processes. im pretty proud of this little accomplishment - next up, animating and getting it into unity with a simple 3rd person character controller, by xmas? challenge accepted!
Welcome to the Wargame modpage, feel free to browse our various selections of cybernetic warfare ^^
yep sum people like it some dont *shrugs* (personally i think its pretty cool, though doubt its actually air-worthy.. danm you science!). you seen the japanese jigibachi wasp this things based off? thats one nasty insect!
just a heads up, officially this is listed as a nv mod but unofficially development has actually moved to unity where it will continue to be a free cyberpunk real time shooter :)
Thanks man, yeah I thought that aswell - the original HAW 206 just didnt look right with that funny capsule turret and vacant spidery abdomen. Though I do understand their reasoning in that it was far more maneuverable.. But who cares about about science! Just make it look awesome I say :)
Thats said, while I reckon this new design is goin in the right direction, Im not 100% sure on it just yet. Think theres deffo room for improvements.
Theres a few other things I wanted to upload, but they need a bit more work, expect them some time after xmas as Im now shifting 100% back into rigging, skinning an animating. Wanna atleast attempt to get some stuff animated for you guys before the holidays end :)
Screenshots inbound :)
challenge accepted! honestly tho shouldn't be that tricky, hopefully haha.
yea im curious as well, hopefully it'll work out as i imagine it, using this as a behavioral reference if your wondering Youtube.com
you know it man, cant have a cyberpunk wargame without some type of tank-mecha monstrosity ;)
Check latest screens
His mod was just a concept we were collaborating on, thats why its only available to approved vgu members, built from a mashup of sc models - our ultimate goal was to use the mecha I modeled for Wargame with his scripted mecha framework but I just didnt have to skills to rig or weightmap my custom models for the framework correctly. This is why I never posted any links to that mod before. Dont expect it to become anything more then it is as I'm now working in Unity and 3ds Max CAT developing an original game from the ground up.
So yea, if you really want pesudo-mechas in Fallout, go ahead and grab that mod, its still pretty fun.
That link youve posted is corehounds mod, except its been uploaded to another site, likely without his permission.
Should be progressing more then I am 2bh, with CAT inhand hopefully things will start to speed up a bit :)
Like wise with every supportive comment I see, keep em comin! :)
So very tempted to upload a certain 90% finished, new class of warmachine I've concocted, but it still needs a bit more detail.
Hey man, all I can offer is a link to Corehounds mechs for FO3, which are the foundation for Wargames mecha in FONV. Vgunetwork.com
Corehounds a bit of a legend, if you like that you should check out his other stuff.
Should also give a shout out to my mate 0neBloke who pointed me to the amazing CAT system. If you catch my battle brother on Steam be sure to give him some props!