4-way radar is a strange design, but no dealbreaker from where i sit
personally i like them, because i can see you exercised your creativity on the design and it comes across well. if i had to request anything in terms of design, i think it would be that i'd like to see the radars be taller (they have line of sight coming from the top of the unit in BA... dont they?)
more than anything i like seeing this sort of twist on a design, exercising your creativity and having fun rather than basing things primarily on crappy TA models
Joined: 11 Mar 2010, 09:05 Location: The land of polies.
I think from here on out we will post a wip every 30 models or so. Because, I'm loving the feedback, but it would go faster If I get it all in giant batches. That way I can fix things quickly and move on.
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i think it would be that i'd like to see the radars be taller (they have line of sight coming from the top of the unit in BA... dont they?)
As you guys see, theres many opinions and personal preference. So probably it is just better keep going with your current way, as It seems working very well so far.
Don't get distracted too much! Just keep pushing these up and giving us the eyecandy.
It feels like golden age of *A mods. We have been waiting these for very long...
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
I like the 3 / 4 dishes radar, it could still rotate like the old model. Only critic might be it looks like it only scans the sky because it is facing upwards and seems too low to the ground to detect ground units. The old model had the dish on a pole. Not sure if players care for that. But generally it is all very awesome and good that you also care what the models look like from afar / ingame. You might still want to put some models ingame to really see if the scheme works out as you thought. Will probally be ok but then the CA team had the same idea of easily identifiable units but imo failed a bit with this.
I have one major request. Before you continue texturing the rest of the models please try out a a unit you finished texturing (liek the guardian for example) ingame and see how it looks from up close,from regular gameplay distance and from a bit further away.
The reason is that some of the previously made models look a bit blend from a distance even though up close they look great. Perhaps adding a bit more contrast or some artificial lighting would bypass that issue(i assume its a spring engine lighting issue).
As you guys see, theres many opinions and personal preference. So probably it is just better keep going with your current way, as It seems working very well so far.
+1 million
As long as they look good afar and close, do what you want. If anyone has objections to some models I'm sure they could modify specific models themselves after you guys have finished.
Joined: 11 Mar 2010, 09:05 Location: The land of polies.
So, something like CC-BY-SA is in order? To be honest, I'm not exactly the most legally proficient person around. Creative Commons seems like the way to go...
Joined: 15 Dec 2008, 15:53 Location: at front, llt pushing
i got one more suggestion.
use same, 1024x1024 texture for whole tier, like t1 kbots, or t2 defensive turrets. im sure that with proper unwrap u manage to fit even 10 models on same uvmap. putting one unit on 512 texture is epic waste of space (especially near edges). while using 1024 u can use this space for another model. i could help a bit with unwrapping, i think im pretty good at crazy mirroring
umm we currently using 1024x1024 texture to be shared by pretty much the whole race it seems. If need arise, i can just make more textures but there are still room on the currrent texture.
womby tbh this is different but comparable in my eyes, if i'd really thought about normalmaps and stuff before i started my legoness, i might have gone this route (which i think of, probably incorrectly, as bsp style)
love that you guys did the tri-tone scheme
i'll be interested to see how you guys handle big stuff like labs... different texture? moar polies? haha dont tell me, i like surprises
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