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ForumsShowcase → Give us a hand
Give us a hand
2005-06-22, 2:04 AM #1
A work in progress from UT2004.... I made the hand using Maya PLE

[http://users.bigpond.net.au/snsneil/shot00000.jpg]
[http://users.bigpond.net.au/snsneil/shot00001.jpg]
[http://users.bigpond.net.au/snsneil/shot00002.jpg]
[http://users.bigpond.net.au/snsneil/shot00003.jpg]
He's got to follow his own path. No one can choose it for him.
2005-06-22, 2:55 AM #2
Cool hand and a very nice start. I would think however that UT2004 could do better for the lavafall, that looks a bit unrealistic.
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2005-06-22, 10:40 AM #3
very very cool... and a great idea as well... how did u come up with it?
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2005-06-22, 10:43 AM #4
It looks great (clever concept), except for the Lava falls; they do look a bit cheap and chearful for UT2k4.

It might be nice if you made the fingertips bounce pads, or at the least had some reward for getting to the end of them, like a powerup or something.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-22, 10:49 AM #5
Reminds me of this piece, which scored a Daily Deviation at DA a while back. Nice concept, still. :)
2005-06-22, 11:46 AM #6
Thats ****in awesome! I love the idea of a big hand with lava flowing between the fingers...Great idea.
2005-06-22, 2:35 PM #7
Yeah, the hand looks cool, but the lava needs work.
2005-06-22, 2:42 PM #8
Yeah, the hand makes everything else look cheap. Use an emitter for the lava or something. :)
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2005-06-22, 11:46 PM #9
Thanks for the comments, all. Yep- the lava is just very basic at the moment...its just blocked out with the basic way I want it.

I might end up rounding the bsp a bit and sticking with a scrolling texture...bsp gives the illusion of the thickness and viscosity of lava. Emitters might be hard to get that seamless look of flow along the wrist, through the fingers, and to the lava pit below with all the parts/textures looking like they belong.

I hadnt seen the mechanical hand picture before... I just thought a huge robot hand with lava running between the fingers would be cool.

Like I said, its a work in progress...the walkways in the pics are bsp but will be redone as static meshes as the level evolves...plus I think the walls of the pit need a few fixtures to make them look a bit more cool...but I like the hand a lot so decided to post it up

Oh...PS...Thanks to Whoever for SotD!!!!
He's got to follow his own path. No one can choose it for him.
2005-06-23, 12:17 AM #10
Is it me or do the textures look really low resolution? I haven't played UT2004 in a while, but I'm sure it's not that bad. Maybe it's just JPEG compression.

Other than that, very cool concept.
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2005-06-23, 1:36 AM #11
I hadnt thought about that, Ant, so I looked and my details settings were way down- default install. I bumped them up and took another few shots for comparison.

Again...work in progress....much of the internal architecture will be replaced by static meshes...Im just blocking out basic flow at the moment... terrain will be revisited too...its a bit too bumpy

[http://users.bigpond.net.au/snsneil/shot00010.jpg]
[http://users.bigpond.net.au/snsneil/shot00011.jpg]
[http://users.bigpond.net.au/snsneil/shot00012.jpg]
He's got to follow his own path. No one can choose it for him.
2005-06-23, 4:58 AM #12
Good stuff.
Control is the real mechanism behind everything that is slug on the backburner.
2005-06-23, 2:16 PM #13
You did a good job being inventive, now ya just need to refine the map a little more.

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