Butterman
Gief Pandara
'retort' said:i should have a test gun modeled and textured by the weekend, i can attach a basic arm to it, but really, does it need to be animated? most games just have the gun/arm constrained to the crosshair. i guess theres a little animation between weapon changes, and when the weapon is idling.'giovanni' said:@ Muzz
[If you have enough time]
I (I would never ask something that's only for me, I think it can be useful for all the modeler and artists) would like to have a rigged arm to use it in my models and make a complete animation (it's strange to see weapons that shoot floating in the air).
Maybe we can simply animate the armature to make it compatible with more characters....
I don't know if I can obtain a good result but maybe another animator can....
Thank you
P.S: I tried to make it by myself... But I suck and I don't really know how will look the character...
but yeh, i can give rigging in blender a try. i think i'll rigg/skin it in max, and export bones as objects (as a guide in blender). how good are the snaps in blender?
butterman, i'll be making bumpmaps with every diffuse (even if we can't use it at this stage) but is there a point in making specular maps? or even environment/reflection maps???
and last but not least, anyone know much about creative commons for open source games? specifically, IP on art content? i'd like my art/design to be exclusive to TINCS, but still legally available to the community. i don't want my maps being exported out to UT and sold, etc.
anyway, back to work/RL.
Specular maps are being supported. If you release your art with the GPL license, I think that stops it being used commercially but allows it to be used as long as the license is included.
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