aGorm Mod Images - Page 2

aGorm Mod Images

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Sheekel
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Joined: 19 Apr 2005, 19:23

Re: aGorm Mod Images

Post by Sheekel »

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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm »

Image

The bears are on the move... I will now stop posting till I can replicate this ingame... :P So if I seem quiet for a while you know why!

aGorm
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: aGorm Mod Images

Post by Wombat »

time to change pants
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Tribulex
A.N.T.S. Developer
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Joined: 26 Sep 2009, 21:26

Re: aGorm Mod Images

Post by Tribulex »

so awesome!!!!! really great styling and attitude!
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: aGorm Mod Images

Post by JohannesH »

Looks good! I wouldnt worry about legs or adding dirt, since people will be looking at them from far above in any case.

Radar icons dont look all that nice btw - I prefer just looking at dots for most units
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bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: aGorm Mod Images

Post by bartvbl »

the tracks of that tank look awesome!
did you animate those as well? Or do they just keep still while it is driving
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: aGorm Mod Images

Post by manolo_ »

i present the 3rd faction of agnoms mod, it was a secret till today, but aGnom wanted me to release the first screens

Image


edit:
-how could i make areas transparent to have less polys wasted for the lateral/vertical braces?
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Otherside
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Re: aGorm Mod Images

Post by Otherside »

omg is that the infamous Red Gamon
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aGorm
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Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm »

Reminds me of Porco Rosso (one of my fav Miyazaki films)...

aGorm
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: aGorm Mod Images

Post by 1v0ry_k1ng »

aGorm wrote:Image

The bears are on the move... I will now stop posting till I can replicate this ingame... :P So if I seem quiet for a while you know why!

aGorm
oh man those models are just sublime, especially the tank

what is this, a bears vs robots mod?
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm »

Once upon a time I said I wouldn't post pics in this thread till I had something ingame...

Today is that day.

Image

aGorm
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: aGorm Mod Images

Post by AF »

Congratulations on your recent advances aGorm

*gives a cookie*
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: aGorm Mod Images

Post by FLOZi »

Great to see progress, and pretty progress at that. But more team colour than I was expecting (I liked the green!)
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aGorm
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Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm »

While they will always be green in single player, missions, videos and art stuff, incorperating team colour sensibly with that green is... well it would just look arse imo. Plus now you can have bright pink cybernauts for psychological warfare!

I had always intended to do it this way :-) and you can still pick green when you play as them and they will look exactly the same.

aGorm
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knorke
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Joined: 22 Feb 2006, 01:02

Re: aGorm Mod Images

Post by knorke »

that looks very good!
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aGorm
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Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm »

You know when you suddenly realise you've like... made a game.

Image

Of course... it looks like a game but at the moment it has no ballance, no special effects, no gui, no sounds, ... I think this could take some time :-(
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: aGorm Mod Images

Post by Beherith »

You use AO so much on the buildings, allow me to bake you ao ground plates. You can diy too, the thread is in art and modeling somewhere.
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aGorm
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Joined: 12 Jan 2005, 10:25

Re: aGorm Mod Images

Post by aGorm »

If your offering I wouldn't say no... :-) what would be best though? I still need to model at least 4 more buildings for this side, and there's no bear stuff in, is it easier to just bake them all in one go at the end? Or dribs and drabs?
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Beherith
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Re: aGorm Mod Images

Post by Beherith »

Doesnt matter either way - its a script with no buttons. Needs the s3o models and the tdf/lua files.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: aGorm Mod Images

Post by smoth »

I really wish spring had a better shader system. Something like the tf2 character shader set would look amazing on those models.
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