![]() So how does it compare to modern sidearms? If we take some examples from this list of service pistols, the following Useful for taking down Guards as well as exploding barrels and setting off shootable buttons and secret doors. This is the standard issue rechargeable energy side-arm. The Quake II manual says the following about the I feel the blaster should be a bit of a handĬannon, but this is ridiculous. To begin with, I brought a reference picture into Fusion 360, created a rough 2D drawing of the blaster and printed it out at two sizes to test dimensions.įrom this test I determined that it was still a bit big. Possible, but the feeling is very important. ![]() Recognisable as the prop and feel like the prop. My philosophy on prop making is that it should be So even if we extract the model, it still isn’t ‘correct’! Only after quite a bit of tweaking did we achieve the correct results. The models also had to be squashed somewhat to compensate for the stretching effects on nearby objects in the FOV. To adapt to this FOV limitation, we created the weapon models and then viewed them in a camera window approximating the same view of the game. ![]() Because the game engine gives you a ninety-degree field of view (FOV), objects that are close up are severely skewed and seem stretched out. There’s a good chance none of these are exactly the same.įor the Quake II blaster in particular, there is this quote from Paul Steed on making the view-models in Quake II:Ĭreating the view model so that it appeared correctly in the world was sort of tricky.
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