A procedurally generated FPS Parcore Shooter: Two Guns, Two Goals

YES.
JUST YES.

I have been having an issue for months now about rigging the character model. It never worked. I finally made it work cuz I found this video Blender Manually Assign Bone Weights - YouTube This is BIG. WE GOT ANIMATED 3D MODELS BOIS


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It’s supposed to be metallic btw

I’m on my iPad rn so that’s the only picture I have, but when I get home I’ll put all the photos. Basically there’s this glitch in the place I model my 3D models (I use blender for rigging and texturing) where if you put brush intensity above 300%, the models vertices start glitching. It basically looks insanely spiky and full of triangles ITS JUST WACKY. It is very good for me that I found it, because it’s much easier to 3D model since it’s not super hard and I’m not artistic in the slightest. I’m using cubes or rectangular prisms for every other thing in the game though, including the character model which is rectangular prisms, the guns, the powerups, the enviornment, everything. One amazing positive of it is I barely have any vertices! My character model is 600 vertices, my gun models are 3000 and 9000. All the enemies are below 7000, except the boss which I don’t know if I’ll use and will also be alone while you’re fighting so it wouldn’t even matter. I bought a new laptop, so I’m OFF of my MacBook (thank god) so now I have full control over everything without apple screwing me over. On my MacBook it ran at 40 fps, but on my g15 with an i7 and a 3060 it ran ABOVE 120 FPS. So my game does NOT have a performance problem, thank god. The toon shader also doesn’t seem to impact anything, which I’m very glad about. I have to see how it’ll look with my 3D models. Anyways, I’m gonna rig the other enemy models (it’s really just their guns lol) and start FINALLY burning the placeholder assets I’ve been using in a bonfire. And then after that… the death of me, AI. I’m gonna have to learn it anyways, so… pray for me lol

PS the thing I talked about last post worked out in the end, so we’re good.

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