Medieval Weapons Pack...

I like these, and will probably buy them at some point.
If I were to critique something, it would be the width of the arming sword (I think it should be wider, with more point, so you can penetrate mail), and the pommel on the longsword.
Longswords were probably held by the pommel by one hand, and eiter the top of the handle or the bottom of the blade with the other. The pointet pommel, would inhibit this kind of use…

When I made an arming sword for another project, I used this for reference…

@ erWilly - I agree, I tend to lean toward making a reload system. I may very well include one with and one without, but I’ll see how it works out.

Both bow and crossbow will be skinned and have maybe some basic animation. I’ll see what feels right there. In the worst case you may need to export the FBX and animate what you need. The rig I use will be in so if you were interested in getting the file, already rigged, I could do that.

All my weapon pivots are done anyway like you suggest. The bow and crossbow will also be.

@ - Those models are the in game models and not the low poly cages for subdivision. Triangulation makes no difference there. They are meant to be a bit more optimized.

@ oasf - Thanks for your feedback, although I’m going to say that I won’t be making any changes at this point. I’ve finalized all weapons and just finishing the bow and crossbow to get this pack out the door.

No worries, they are still very, very awesome :slight_smile:

I’m just an insufferable medieval melee nerd, thats all…

So, I’ve been thinking about the reload mechanism a bit and trying out some ideas and ultimately I want it to not be too elaborate construction on the actual crossbow. Pretty much the idea is that a lot of the mechanics of it is interior. Which is total “fiction” of course. The basic idea is some kind of “pulley” system on the interior. Even though it’s a bit improbable, maybe not impossible, to some degree. I didn’t try and come up with an actual working system considering most of it will not be seen.

So, this little video show the motion of it. I’ll have some grooves cut into the wood where the parts move so it will obviously seem a little more convincing then. But I wanted to put this up here and maybe get some comments. I don’t know if going this route is just too unbelievable type of system. Keeping it compact and simple (on the outside) really makes it something very out there as far as technology goes for this type of weapon.

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The other idea was to have the lever be on top where it can either be more forward or more backward, but the problem with that is too much stuff in the way to aim and shoot and having to get the lever out the way of the string. So there’s some problems with that approach, even though the mechanism can be a little more believable, more direct in stead of some fictional counter pulley system.

But, anyway, leave some comments if you have any. I’m not dead set yet on a solution, but this one is about the cleanest I can think that still feels fairly mechanical and has some percentage of believability, even though a small percentage… :slight_smile:

Just to show what that setup might look like.

So, it does fit into the style and construction of the weapon. Just kind of “bulls__t” functionality… :slight_smile:

It look credible, good work! Some metal reforce in the front part will perfect.

Wow, I really want these for myself! This would make an amazing weapons pack!

Thanks again for the replies, really appreciate it.

So, here’s the bow and crossbow in UE4. The crossbow has really turned into a bit of a project but it’s pretty much there now. Both weapons still needs to be skinned and animated and final game version with lod… etc. But I think I can see the light… almost… :slight_smile:

I’ve finally submitted my weapons pack as first step for submission. So now it’s up to the powers that be to see if it gets confirmed or not.

So it will include everything I’ve shown here over the last few weeks.

As far as the bow and crossbow goes, I’ve ultimately decided to keep it simple. My concerns with those weapons were basically how you want to use them and if you use them the character is very much involved. It’s not a “loose” weapon like a sword. So they’re in there, they have some basic animation you can make use of, but really, you’ll need to integrate it and possibly animate it according to your needs. I actually would like to see how people end up making use of this and if there’s more I can do from my side to make it even easier. When I make my own stuff, I just do whatever I want and I make it work. But making something for possibly a bunch of various people with various needs, that’s another story. My theory is always to keep it simple. So I’m hoping it works out and if not, I’ll learn from it.

I’ve mentioned in an earlier post that if anyone require the rigged file, I can supply that, but honestly, I did not even rig these. The animation poses are very simple and to rig them and then animate them is a waste of time. The rigging will take much longer than simply posing them. So pretty much what you see is what you get on those. It’s exactly how I animated them. There’s really nothing special to it.

So, anyway, if anyone has any other questions about the pack, please feel free to post them here. I think I’ve shared enough here to give a really good idea of what to expect, but again, please feel free to post any questions you might have.

Small update, Epic has now added my weapons pack to Trello.

Vote her up boys!

Voted. Like the swords :slight_smile:

Though you’ll see it in the Launcher, I just wanted to say that, my weapons pack has made it to the Market Place and I’d like to thank for their valuable feedback and of course that voted for it, thanks for your support.

Thanks to Epic for UE4 and all their hard work.

And that’s my speech… :slight_smile:

I’m definitely going to buy this soon!

Looks fantastic. Keep up the great work!

Thanks, really appreciate it!.

I purchased these and love the look. Your crossbow is the first working weapon I have in my game. I still have some issues getting the actual arrow that’s shot to show up in the right place. Turns out implementing such a complex weapon was probably not the best choice to start with. At least the animation itself looks good.

@Obhihb: I just need to say … I bought the pack not expecting the quality that I got. You did an awesome job and the pack was well worth it. I am going to keep an eye on any other packs you release. Good job and well worth the money. 8-}

Obhib, these are very realistic medieval weaponry. Would love to see what works of art you produce for Martial Art/Fantasy Melee weapons. Perhaps a sneak peek in the Ninja Arcade?

Wow - that’s fantastic. I feel like I have to crush my current game and start a medieval one. Awesome job.