Random WIP 2014+ - Page 13

Random WIP 2014+

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

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP 2014+

Post by smoth »

it wasn't until cs3:extended that you could load models in photoshop and do what I did. It was also this version that had true 16bpp channel support.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Random WIP 2014+

Post by PicassoCT »

smoth wrote: "but your new art took you soo long!" Not really, it took all of 6 hours of me playing in photoshop to get this far:
Everyone is a copy of me?

Image

I for once still remember vividly the trouble i had with getting that upper/Lower-case matter at entering the world. Nothing ever comes easy. I want the default to have acceptable results, without having to become me.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: Random WIP 2014+

Post by FLOZi »

Spot the difference!

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LordMuffe
Posts: 286
Joined: 13 Mar 2005, 15:39

Re: Random WIP 2014+

Post by LordMuffe »

<3 Daishi <3

... the right one is a Daishi, right?

... and the Madcat, ugly as ever ^^ Is the scale correct? Shouldn´t the Direwolf with its 100t be taller than the Timberwolf(75) ?

the Elemental (?) looks a bit lost infront of the giants
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: Random WIP 2014+

Post by FLOZi »

Daishi is 'thicker', that's where all the weight is. 8)

And yes, it's an Elemental!

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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Random WIP 2014+

Post by PicassoCT »

wee finally.. somebody remembers the good ol infantry :) great work
LordMuffe
Posts: 286
Joined: 13 Mar 2005, 15:39

Re: Random WIP 2014+

Post by LordMuffe »

woah, that close-up shot of the elemental looks really nice :) mind sharing the tri-count?

will it have a working Battle Claw for close combat?
Alex_cider
Posts: 10
Joined: 22 Aug 2014, 21:05

Re: Random WIP 2014+

Post by Alex_cider »

Why do some games on the spring engine have much higher detail, while others such as Balanced Anahilation have modles with very small ammounts of vertecies? (Vertexes?) Is this a performance choice or lack of care?
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Silentwings
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Joined: 25 Oct 2008, 00:23

Re: Random WIP 2014+

Post by Silentwings »

It's largely determined by the way in which the game came into existence. Balanced Annihilation grew (via a long line of changes) out of a project that was closely connected to OTA and still shares many of the same models. Its been a long standing project, soon to be completed, to replace the BA models and UI with something modern - here's a screenshot of that wip http://imolarpg.dyndns.org/trac/balates ... /Load6.jpg.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Random WIP 2014+

Post by bobthedinosaur »

Flozi, are you going to use universal camouflage patterns on the mechs? It would be cool for making some kind of rendering script that assigns camouflage styles (similar to mw4) from team color picks. Or maybe choosing the camoflauge style at the game start? I know it is difficult to texture each on of those anyways so a camouflage system might be better than gun metal and team colors, and could a secondary texture could do the glass and darken weapon ports?
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: Random WIP 2014+

Post by Anarchid »

Sounds like a good idea to steal Smoth's materials system. If anything, mechs are army-paintable.
Alex_cider
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Joined: 22 Aug 2014, 21:05

Re: Random WIP 2014+

Post by Alex_cider »

@silentwing. In what sort of time frame can we expect these newer modles for BA, and will these new modles make you rethink the unit's current traits or weaponry?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Random WIP 2014+

Post by FLOZi »

Anarchid wrote:Sounds like a good idea to steal Smoth's materials system. If anything, mechs are army-paintable.
Such an approach has been discussed, no decisions.
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smoth
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Re: Random WIP 2014+

Post by smoth »

Well it is there when someone needs it but the engine is still not ready and it has an issue with stealth still :(
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Random WIP 2014+

Post by PicassoCT »

Sometimes i wonder how long you are allready in this chicken and egg game, smoth. You do not request stuff- you close ears and eyes and trample down your path, and bitching players and coders will press that issue onward.
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: Random WIP 2014+

Post by Anarchid »

Image
Wohoo, i can into maps!

(no ssmf yet and the emission texture doesn't seem to work super well either)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Random WIP 2014+

Post by PicassoCT »

That brokken geode thing is beautifull.. wish i had that idea myself back when it was mapping..
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: Random WIP 2014+

Post by Anarchid »

I can into beautiful trees, too!
Image

Now to figure out what to use instead of featureplacer because that thing doesn't want to randomize rotations.

Featureplacer discussion continues here
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Random WIP 2014+

Post by Beherith »

Random WIP:
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Image
gajop
Moderator
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Re: Random WIP 2014+

Post by gajop »

Wow, that terrain looks godly Behe, nice effects.
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