Joined: 12 Jan 2005, 10:25 Location: Still signing off after all these years
Ok so I'm remodeling the Cyber Lord and I need some feedback.
(PS dont worry, this isn't another case of aGorm needlessly remodeling instead of finishing the game, I'm re-using the older one as the Cyber Elite... so both will be in game.)
As you can see... there are two back-packs. I'm not sure which I prefer. I'm tempted to put both on (one either side), especialy as it's a one of unit so it will make it more unique, but I'd apreciate your thoughts.
aGorm
(PS model not final yet, and yes, it looks more spindly on purpose... it fits with the story.)
@ SpikedHelmet: looks fine to me, especially if its meant for a rts @ aGorm: I can see your dilemma: they both look great. But if i had to vote, its for the canisters. (Although i'd make them more bloated, give 'm a little more volume.)
spikedhelmet > good ! metal looks a bit flat, maybe you can draw some strong specular lines on some parts
some wips.. I imported everything in spring but nothing is animated right now cause i've some troubles with multiple objects obj files so it was just to see how it looks in spring. I also baked a ground AO of every buildings that I putted as a grounddecal texture. Took me so long to find the right grounddecalsizeX/Y for everybuildings.... It looks good but it's a bit strong on white maps like snow. I need to tweak that a bit.
I also did normal maps, but I've some troubles with kloot/argh's normal map shader right now, so screenshots are without normal maps. Anyway normal maps are almost invisible from a realgame distance view and considering the fps drops, I don't know if normals maps are a good idea ^^
Nuclear Fusion, EMP, antimissile and shieldgenerator done. Others are following soon. Critics welcome
I'm pretty satisfied with the result :), hope you like it. cya
Very nice... They look quite distinct from each other from a distance too, which is 1 of most important things in RTS, but still fit together well. Only exception might be with the plasma cannon and flak cannon, but I'm not sure... Maybe after a dozen games I still could tell them apart clearly.
MidKnight : bumpmaps ? Do you mean normalmaps ? (I tried that but doesn't works really good : viewtopic.php?f=14&t=19361) Anyway, no, I'm only using basics tex1 and tex2 atm
Wombat : units, yeah, soon, hopefully :)
Gota : Reflection does that but I agree that it looks a bit minimalistic. I must admit that I like it, though :D Solar pannels are supposed to be as reflective as possible with a reflective surface as large as possible so I don't know what else to do. Any ideas maybe ?
Johannes : I had the same thought looking at the flaks&turrets but I guess it's not dramatic :)
MidKnight : bumpmaps ? Do you mean normalmaps ? (I tried that but doesn't works really good : viewtopic.php?f=14&t=19361) Anyway, no, I'm only using basics tex1 and tex2 atm
CA uses its own gadget which works much better, also you don't even need to edit unitdefs to get it working. Just give the normalmap a similar name to tex1/tex2 and it is used automatically. (similar means: if tex1 is foobar1.dds then the normalmap should have the name foobar_normals.dds)
MidKnight : bumpmaps ? Do you mean normalmaps ? (I tried that but doesn't works really good : viewtopic.php?f=14&t=19361) Anyway, no, I'm only using basics tex1 and tex2 atm
CA uses its own gadget which works much better, also you don't even need to edit unitdefs to get it working. Just give the normalmap a similar name to tex1/tex2 and it is used automatically. (similar means: if tex1 is foobar1.dds then the normalmap should have the name foobar_normals.dds)
S44 now uses this gadget and I can reccomend it (although it does require some fiddling around adding other gadgets and so on)
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