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Dodge bullets, sneak in the shadows and unleash your deadly gun-fu skills on the bad guys who took everything from you. Free demo coming out now!

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Dismemberment
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Raph74
Raph74 - - 21 comments

Wow man that looks really great! I have been thinking about doing something similar in the past. Mind sharing a few tips to get to this level of awesomness? I am pretty you did not go with the 256 mesh variations as it would take too much time to use the system. Is it like the L4D2 where you have predefined ellipse that hide the mesh and you show a specific mesh for the cutting part?

Keep the good work

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wilsonC Author
wilsonC - - 106 comments

Thanks! I looked into doing the L4D2 way, but all the graphics programming and the trouble of optimizing looked pretty intimidating. I was mainly inspired by the gore in Insurgency: Sandstorm, where they just scale the damaged bone down (in UE4 there's actually a function called for hiding bones Api.unrealengine.com, but it actually just scales it down to 0), and use sphere masks on the damaged area, multiplying a gory texture over it (it's actually just a red noise texture and normal, haven't had time to make proper gore textures yet). Surprisingly looks good for such a simple solution. Will add gib meshes next (a stump to the gibbed area, and a gibbed piece to spawn), basically the same way as Insurgency did.

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Raph74
Raph74 - - 21 comments

Thank you very much for the quick answer!
That's really useful to know and I think is a good and cheap way to do it (and cleaver!). The only question I have is if you have some vertex let's say 50% weight on upper and lower leg bone, then what happen to these vertex if you decide to hide the lower leg bone for example?

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wilsonC Author
wilsonC - - 106 comments

No worries :)
Yeah I'm actually unsure about that too. I don't believe it scales every vertex that has weight on that joint, I think it does whatever maya does when you select a joint and set its scale to 0. It actually looks pretty bad up close how a bunch of verts are squished into a single point but the gory textures cover it up pretty well, and I think if you add stump meshes on the end like Insurgency it shouldn't be visible at all.

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Raph74
Raph74 - - 21 comments

Alright thanks for the tips/explanation! Gotta try this at one point ^^

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Description

Experimental gore/dismemberment system, with 16 points destruction. Blood effects placeholder, gibs coming soon.