Quick showcase of the lights on every weapon and their variation.
Gif of the lights on the Wyvern Ignition Greatsword in-game.
Since we can't program light flicker, I laid out the light's emissive texture into a "timeline" with flat UVs. I then use a waterfall material for refraction and panning.
Making this by hand would be a nightmare, so to save myself some time, I rigged three lights to a bezier curve with an array signed to its length. As I increase and move the curve, more lights are made!
Shot in-game. Thanks to Nack for porting the armor from MHO and Lyra for the Kulu's new present. Screenshot by Asterisk.
Shot in-game. Thanks to Nack for porting the armor from MHO and Lyra for the Vaal's santa hat. Also for letting me give it some droopy physics. Screenshot by Asterisk.
Shot in-game. Thanks to Nack for porting the armor from MHO and Lyra for the santa-Bazelgeuse. Screenshot by Asterisk.
Some of the weapons together with Nekotaga and Lyra. Thanks to Nack for porting the armor from MHO and Crimson for the cool snowy multiplayer hub.
The Monster Hunter: World modding community put together our own little event the past December, and for my part, I tasked myself with wrapping every ore-based weapon in the game with festive lights! Blender's curve and array modifier made this goal substantially easier and more efficient. Thanks to all the amazing people who took part in this ordeal that we cobbled together within a few weeks:
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Asterisk, Nack, Dave uRrr, Crimson, Miralis, JtheDuelist, Nekotaga, Lyra, Silvris, Asdasdasdasd, Tailhaha, Ice, and Fox!
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Check the mod out here:
https://www.nexusmods.com/monsterhunterworld/mods/1880