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Just kinda interested you know ;)
Just some questions tho, does it have the same fire rate, damage exc?
Hope it helps.
Sorry I don't click links I don't trust out of security concern, I hope you understand.
I checked out a video on youtube instead covering the skin in a section of the video, you're right that its a lot less bright, but it brings out another convern to me:
You can see a Hyperion horizontal-fed magazine on the back of the receiver.
Its no biggy to me at all, I understand why you did it, but it may elude the player to think it has some functionality, I doubt most people will, but lets not forget that Unturned is mainly played by children.
I see why you made this texture, it looks nice if you ask me, but I do feel like it could do with some consistency and detail restraint, maybe a bit more player-feedback as well.
In the end, its your creation, do and don't do what you want with it.
Hope this helps in some way
No that doesn't sound like an excuse, I did the same when I started learning modelling for Unturned.
"The benefit of using fake depth nowadays is to conserve simplicity; in other words, because the new 3D model has roughly the same amount of vertexes and faces as the original 3D model"
Having more detailed textures will increase the load on the gpu, which generally Unturned kept minimum by having, what I'd like to call: "linear textures" aka just having 1 or 2 pixels for the entire texture, but having a texture like that, you put a lot more weight on the gpu than you would have put on the cpu if you made model adjustments.
Point being (no offense intended): If you're worried about performance, that texture can't exist in this game, seeing the average players use outdated laptops with integrated graphics.
Heyyyy! Thanks for the in-depth critique! Okay, so let me break my response into stuff I need more convincing on, stuff I sorta agree, and stuff I fully agree. Okay so first of all: the "fake depth" or "the use of darker colors to signify depth, even though there is none". So this is a old habit I got from making Cs:GO and earlier Unturned skins before "Custom meshes" were a thing, but because you couldn't change the 3D model back then, any depth had to be conveyed via optical illusions or darker colors. But that just sounds like an excuse, right?
The benefit of using fake depth nowadays is to conserve simplicity; in other words, because the new 3D model has roughly the same amount of vertexes and faces as the original 3D model, there is no fear of the design being rejected because it "adds too much detail" or whatever. This is where I need a bit of convincing because I feel fake depth is a valid way to convey depth.
Part (2/2)
The downside to that approach is, as you said, lack of fidelity. This is where I sorta agree, because it's a balance: don't want to make the 3D model too complex, but some details can't be done justice without a scale difference. I'll try to add a few more modeled details on the next model, to take your advice.
In the end, I agree with your advice on the colour. I was trying to avoid having a gross yellow or a boring grey, so I might have overdid the starkness of the pallete. Luckily, the pretty renders make the skin look brighter than it is actually (because I suck at positioning lights) so if you check this [sketchfab.com] sketchfab link and click the model inspector icon (the three stack of flat squares), you can click the "Diffuse" setting which allows you to see the true colors of the design, which hopefully aren't so eye-piercing. (The yellow might look a little gross in comparison, though)
Actually having model differences where you textured parts differently would also be a lot more appealing.
Example: The muzzle has 4 blacker area's, if you actually make some scale difference there (like making holes there) would be a lot more logical.
The grip can also be fixed with this technique, make the blacker areas a bit bigger than the rest of the grip (model, not texture).
Look at the same image again, you can see that most area's where the texture is different the model also sees some change, except for the white stripe across the yellow, which is the subtle texturing.
Sure, its not as detailed as the effort you put in your texture, but its a lot eassier on the eyes.
This is all based on what I've learned in design, you can continue to do this and maybe I'm wrong and you're right, do what you want and see if it works.
The colors don't have a reason to be there, they're just there, it doesn't highlight any of the details in the model (with some exceptions like the ejection port).
Examples:
The grip is mostly gray and some highlighted parts are black, signaling that something's different in that area, but there actually isn't anything differnet, atleast not visibly.
You textured blacker area's around the muzzle, but there isn't actually anything different there.
The receiver has this problem all over, a bunch of different colors that don't signal anything.
The whole point why they work in Borderlands is because is subtle, not, like I said "in your face".
Some of the model combinations are obviously an eye-sore, which incidently makes the UV mapping an eye-sore.
(Example here: https://gyazo.com/735e1374daa872b5b94b313514598051 , the stock is obviously very off once you look a bit closer at the receiver)
Its just painful to look at, not because it has a bad model or bad UV mapping, but the combination of it just doesn't make it appealing to me at all.
bye
Nopi good
(movie references)