Blox wrote:The problem is that it's not the correct perspective at all, even if there should be none.
Yeah, it's technically backwards. But if the cacodemon teeth were front facing like they should, you wouldn't see most of the teeth anyway.
Nice Pinky mouth btw
I've always thought Jaw-HUDs looked really weird because it implies you are able to see through the mouth. Which is really quite dumb because in the case of the Pinky and the Caco, you know for a fact that you wouldn't be able to see any teeth from their *actual* perspective.
The issue is that it's really the only sort of first person feedback you'd get from those guys. It's generally preferable to have some visual output from you attacks instead of just having them being completely invisible.
Only alternate I can think of is you can see your cheeks, upper lip, and (always) nose when you open your mouth wide, but representing this with a sprite will be difficult unless you go PNG and use alpha to have a convincing out of focus blur.
Indexed-Blur.png
Indexed the colours and posterized the alpha to try and keep it Doomy.
this will be the last time to use some resources at sketchfab. because of this damned computer, every models viewing fuzzy yet unclear. otherwise don't want to keep the work in bad condition.
Goes to show how boring it really looks to see from a real cacodemon's perspective.
At least it's not like the one AvP game where your alien uses his claws in what seems to be eye perspective, then switches to his mouth weapon and makes no sense.
this will be the last time to use some resources at sketchfab. because of this damned computer, every models viewing fuzzy yet unclear. otherwise don't want to keep the work in bad condition.
You could abstract the biting animation by having a top-view of the mouth and maybe the nose at idle, and when it attacks it turns to a 90 degree angle while opening and you can see the jaws snapping shut.
Sort of like how the camera doesn't rotate while using a scope because that would be annoying.