![]() ![]() TeeWorlds will take care of everything the gun needs:ex if someone is making a bow n arrow weapon and wants it to arK like the current grinade loncher does all they need to do is set projectile ark to yes and TeeWorlds just knows what this means. TeeWorlds will expect to find the ammo, cross_hair, muzzl_flash, projectiles, sounds, and weapon in their repective folders and looks for the file specified in the xml file. So the weapon_name.xml file is what tells TeeWorlds how this weapon acts and tells it what the names of the files to look for. They were also not created by me, who ever did these did an awesome job. The guns, cross hairs, and ammo above would all be their own separate image. I say that you strip guns away from the game sprite sheet and create a new system that would be a lot easier to add to. Minecraft realized a few versions ago that using sprites can be a hassle. With the current system if the developer wanted to add more guns they would have to add it to the sprite sheet and then every current game.png file on the net would brake. They work until you frame by frame.I know that there has be a lot of requests to add more guns to TeeWorlds in the past. Take John Wick as an example, a bunch of the muzzle flashes are pretty stupid but I didn't even notice the first time I watched it because it's just fucking cool action. Normal people watching films don't notice muzzle flashes and they don't care about realism. Do it only in concert with watching them in context (as noted above) to trouble shoot things which feel wrong. Just to repeat: frame by frame stepping through muzzle flashes will cause you to question your existential place in the universe.Smoke is your enemy when dealing with multiple shots and be wary of comments about adding additional barrel smoke to guns.With regards to finessing relighting, exposure, size and flares, it's either Less is More or Go Fucking Crazy - it's rare you'll find some nice in between point with regards to getting feedback.Always show them in context, within a cut, at full speed because of point 1.They never look real because they're fucking strange.I'm going to share some tips I have for muzzle flash work - these don't necessarily act as feedback to your shot but they might help put your mind at ease :) It helps sure, but it goes no where near far enough to make you successful in your endeavours. It's good to know how to make something real but that's the vfx equivalent of a writer understanding correct grammar and having a thesaurus handy. But, as advice to people who are aiming to work within the industry, it's extremely limited and could lead you down the wrong path. Starting with what is Real is often helpful to us, but what is Real and what is Diegetic are very different things.Ĭorridor Crew make videos to sell views, and their opinions in this example aren't necessarily wrong - particularly if you're trying to make a muzzle flash that's 100% realistic to fit into your iphone-shot viral video where realism is essential. There's a huge intersection and discussion around the difference between realism and formalism in film and I think it's worth vfx artists keeping this in mind. Lighting in films is rarely realistic, instead its cinematic and formalist. It ignores the importance of storytelling and visual impact, both of which are incredibly important elements of visual effects. I know a lot of movies and shows do the big flashes like this but subtlety really is key to good muzzle flashes imo Foundry - Learn (Tutorials for Foundry products (Nuke, Mari, Katana.).CGSociety (8 week courses focussing on key areas of VFX and digital art).Plural Sight(Formally 'Digital Tutors').FXPHD (Higher end VFX training with full access to software via VPN). ![]() (Training for all software! Free with most (all?) North American library cards).Some other VFX related subreddits you may enjoy. r/Allegorithmic (Substance Painter / Designer).Some other software specific subreddits that may be of interest. etc)įor Live VFX chat, try the Discord Server here VFX for industry pros, students, and hobbyists! Video clips, articles, news, and tutorials for fans and people in the visual effects industry.Ĭhris Mayne's vfx resource document available here (Job openings, Internships, Upcoming Events. ![]()
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