(i) Click on images to get 1080p version
Hi there !
I've been working on a Ripper for UT4, 'cause I always loved this weapon on UT99, so why not give it a try ?
I hope you'll give me great feedback ^^
This is actually my contribution to the "Make something go boom" challenge. I'm also a developer, and while there is only art at the moment, I'll definitely make a C++ implementation of this ripper.
__ the Idea __
I've seen many concept arts on this forum for the ripper, and some from Unreal Championship too.
But most of them are very close to the "original". And to be honest, I think the ripper's shape in UT99 wasn't aggressive enough.
I've been wandering around a way to get a more impressive mechanic, and rotating arms to place the next disk on the launch pad was definitely a great option.
I've come to this concept :

I've made a small gif so you have an idea of the dynamism while firing.
Arms are in alternate rotation to gain style, but I've designed (after some work, shown in next section) a cinematic model which is able to work in either standard or alternative rotation mode.
(Animation is slow so you understand what's going on, but the firing rate is driven by game design, and the animation can be played at any speed)
PS: Oops... I haven't moved disks, but they should be at the end of those arms.

__ the Arms __
The main parts of my gun are those twin arms articulated to pick the next disk and place it on the launch pad.
I've spent a few hours to get a working kinematic model. There is no motorization yet, but It works. (not animated yet though, but trust me this system is able to reproduce the gif above.)
And I've only used revolute joints (3 per arm)
Also, I may put a Plexiglas gutter for the disk to slide in during the operation. I'll see if it fits once I've got all the rest done.

A closer look :

( These meshes are colored by rigid body)
__ HighPolys __
Enough of those technical explanations ! It it HighPolys'o clock.
And here are plenty of renders, because everyone loves highpolys !



rear view



Aw, and sorry for those crappy normals, I should have smoothed them. But maya was already Ga-ga-ga with all my highpoly parts.
__ The disk __
The ripper is heavily focused on the disk itself, so I've put a special attention to get a nice (well, more aggressive than nice) disk.
I'm happy with it. Sure it needs some polishing (those are draft maps), but it's close to done.
top :



bottom:


__ The TODO list __
Aww, there is still a lot of work ahead !
Here is a short list of what's on my mind :
Then, there is the UE4 integration:
ANd last, there is the balancing, GameDesign-wise.
Hi there !
I've been working on a Ripper for UT4, 'cause I always loved this weapon on UT99, so why not give it a try ?
I hope you'll give me great feedback ^^
This is actually my contribution to the "Make something go boom" challenge. I'm also a developer, and while there is only art at the moment, I'll definitely make a C++ implementation of this ripper.
__ the Idea __
I've seen many concept arts on this forum for the ripper, and some from Unreal Championship too.
But most of them are very close to the "original". And to be honest, I think the ripper's shape in UT99 wasn't aggressive enough.
I've been wandering around a way to get a more impressive mechanic, and rotating arms to place the next disk on the launch pad was definitely a great option.
I've come to this concept :

I've made a small gif so you have an idea of the dynamism while firing.
Arms are in alternate rotation to gain style, but I've designed (after some work, shown in next section) a cinematic model which is able to work in either standard or alternative rotation mode.
(Animation is slow so you understand what's going on, but the firing rate is driven by game design, and the animation can be played at any speed)
PS: Oops... I haven't moved disks, but they should be at the end of those arms.

__ the Arms __
The main parts of my gun are those twin arms articulated to pick the next disk and place it on the launch pad.
I've spent a few hours to get a working kinematic model. There is no motorization yet, but It works. (not animated yet though, but trust me this system is able to reproduce the gif above.)
And I've only used revolute joints (3 per arm)
Also, I may put a Plexiglas gutter for the disk to slide in during the operation. I'll see if it fits once I've got all the rest done.

A closer look :

( These meshes are colored by rigid body)
__ HighPolys __
Enough of those technical explanations ! It it HighPolys'o clock.
And here are plenty of renders, because everyone loves highpolys !



rear view



Aw, and sorry for those crappy normals, I should have smoothed them. But maya was already Ga-ga-ga with all my highpoly parts.
__ The disk __
The ripper is heavily focused on the disk itself, so I've put a special attention to get a nice (well, more aggressive than nice) disk.
I'm happy with it. Sure it needs some polishing (those are draft maps), but it's close to done.
top :



bottom:


__ The TODO list __
Aww, there is still a lot of work ahead !
Here is a short list of what's on my mind :
- Get a highpoly for the ammo box
- get an animated version of the kinematic model
- get some hipolys for those arms
- refine the back of the gun
- global shape harmonisation
- Lowpolys
- UVs
- nDo detail pass (very important for the ammo support plate)
- Textures (including decals on the disk, and some polishing on it)
- Final graphic review
Then, there is the UE4 integration:
- Understand the C++ weapon internals
- implement a bouncing disk
- Fx
- Sound Fx
- ?
ANd last, there is the balancing, GameDesign-wise.
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