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Bullet Impacts


MIguel P

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Hello everyone. I revive this post.

I have been working in the tool.

Now it has point subdivision and displacement in the impact zones. sprite dust, and debris. The depth of the impacts depends of the distance to the gun.

Example video: http://www.miguelperezsenent.com/Media/Ani...ons/Impacts.avi

Image of the controls:

http://www.miguelperezsenent.com/Media/Tests/bimpsys_img.jpg

I attach the otl.

BulletImpactSystemOTL.zip

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Dude,

You are awesome. Looks really good. Are you going to put this up on the Exchange? I think the only thing that could make it better would be fracture patterns from the bullet holes on the surface of the models that it strikes. Perhaps based on some kind of ductile value for the surface.

Cheers,

Nate Nesler

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Hello everybody!

I see a lot of familiar people around here :)

Great work, man! It look so much better with the lights.

I still think the holes' shape and size wouldl benefit from more variation. Also, I think it would be cooler to see the impacts happen faster, more like a machinegun :lol:

Last thing, the sprites shadows show that their are cards instead of volumetrics. You should find a way to fake the shadows so they are softer and less defined.

Great miguel.

I think that to solve the shadows problrm you can use deep shadows, and use continous interpolation, maybe you will get good results with them.

And great to have you here, Dani.

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Hi Miguel,

oh man this is looking very good. The impacts, the dust and debris, everything comes along very convincing.

Great miguel.

I think that to solve the shadows problrm you can use deep shadows, and use continous interpolation, maybe you will get good results with them.

And great to have you here, Dani.

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I like what your doing here.

It looks great.

just one thing

The impacts points don't light up in the real world. there is no flash.

I know this is done for dramatic impact, and I do like it, but it's not really technically correct. sometimes you might get a little spark but usually

not noticeable.

If this were a metal object then the sky is the limit for sparks and flashes

and whatnot.

If thats the worst crit I have then your doing really great.

really great work.

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The impacts points don't light up in the real world. there is no flash.

I know this is done for dramatic impact, and I do like it, but it's not really technically correct.

Yes, I know it doesn't happen in the real world, but like you say, it is done for dramatic impacts, and if I don't want light flashes, I can turn off the toggle easily in the system :). In this scene I'm only testing the different features.

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