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Hope everyone has fun using Shatterseal and the SOS Meating pendant in the new update! This video is kind of just me rambling about swords and design. I think I still had more to talk about but it was getting pretty long already. Sorry if any of it sounds weird or doesn't make sense, recording is nerve-wracking and editing is exhausting. The monster in the blade was my own design, with longer kind of fragile stone scales that chipped off around the mouth during meals, as well as rows of serrated shark-like teeth. The in game model seems a little different but not sure who it is- maybe G-rank teaser, maybe generic model. If you noticed on felyne symphony, the orange cat with the triangle has to lean over to play, this also results in him being off tempo so it would go ‾dun dun dun dunn‾ *ting, -dun dun dun dunn~ *ting Forgot to mention the reason I think that 80-20 proportion on swords is so interesting is because it directs attention to one side(blade) vertically while also maintaining horizontal symmetry, so there's this counterplay between visual hilt/blade imbalance and horizontal balance. Distal taper in the blade also changes the physical balance, which can really change the handling without affecting the silhouette. Another good way to add flow lines and directionality is with chains or cloth or other stuff that naturally hangs or follows the contours on a design. I like melting stuff for this as well, where it naturally falls straight down in a long line. Value contrast between between black/grey/white also helps with focal points/balance, if you have an overall dark design a light element can draw attention, with a light design a darker element will do the same. Also I think mixing materials and seeing how you can combine them is cool, like with "damascus" steel, or pattern welding and how one steel being less corrosion resistant brings out that pattern. Things like katana are often neatly fitted with 1 or 2 pins, and elegantly wrapped, while something rougher might be riveted or even taped together. Surface finishes too, you can do matte, satin, mirror polish, etc for different looks. You could also inlay/ weld a blade with copper or gold, or maybe something more exotic like bismuth or gems Freebie longsword idea- induction coil sheath, melted steel hovering in it that instantly hardens into a blade when drawn/ splashes molten steel in an arc. Having seen pictures of the sharpness gauge in game, I wonder if the rest of the colors that aren't white are supposed to be a nod to the bit of rainbow refraction I had in the concept. Oh I also wanted to mention that Ornstein's spear concept from Dark Souls Design Works denotes that the tip is a harder alloy than the rest, coupled with the forward cross grip to more effectively pierce dragon scales. Really nice functional touches on that beautiful design. A fun crazy design is Jetstream Sam's katana from Metal Gear Rising, with the workings of a rifle built into the katana saya to explosively fire the blade out for draw cuts. Simple realistic elements combined in a way that complements the action, while being right on that crazy/cool line. Also go pick up monster hunter illustrations 1-3, they're a wealth of great designs For anyone stumbling on this for future weapon design contests or just design advice in general, I hope it helps. Also apologies if I don't respond to every comment here or anywhere else, I want to personalize replies but sometimes all I can think of is "Hey thanks" and I dont want to just copy paste my sentiments. Music: Kunitsu-Gami: Path of the Goddess ost Myoko pass ng+, Okumiyama Passage ng+, Kakeashi Grove ng+, The Last Dance (Play this game, it's so good)