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
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Re: Random WIP 2014+

Post by smoth » 21 Aug 2014, 21:15

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
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Joined: 24 Jan 2006, 21:12

Re: Random WIP 2014+

Post by PicassoCT » 22 Aug 2014, 12:32

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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Re: Random WIP 2014+

Post by FLOZi » 24 Aug 2014, 18:42

Spot the difference!

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LordMuffe
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Re: Random WIP 2014+

Post by LordMuffe » 24 Aug 2014, 19:36

<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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Re: Random WIP 2014+

Post by FLOZi » 24 Aug 2014, 20:47

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

And yes, it's an Elemental!

Image
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PicassoCT
Journeywar Developer & Mapper
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Re: Random WIP 2014+

Post by PicassoCT » 24 Aug 2014, 21:12

wee finally.. somebody remembers the good ol infantry :) great work
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LordMuffe
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Re: Random WIP 2014+

Post by LordMuffe » 24 Aug 2014, 21:53

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?
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Alex_cider
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Joined: 22 Aug 2014, 21:05

Re: Random WIP 2014+

Post by Alex_cider » 28 Aug 2014, 06:11

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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Re: Random WIP 2014+

Post by Silentwings » 28 Aug 2014, 08:33

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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Re: Random WIP 2014+

Post by bobthedinosaur » 28 Aug 2014, 16:26

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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Re: Random WIP 2014+

Post by Anarchid » 28 Aug 2014, 17:01

Sounds like a good idea to steal Smoth's materials system. If anything, mechs are army-paintable.
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Alex_cider
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Re: Random WIP 2014+

Post by Alex_cider » 28 Aug 2014, 18:44

@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 » 28 Aug 2014, 18:59

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 » 28 Aug 2014, 21:30

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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Re: Random WIP 2014+

Post by PicassoCT » 29 Aug 2014, 11:26

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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Re: Random WIP 2014+

Post by Anarchid » 02 Sep 2014, 22:39

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
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Re: Random WIP 2014+

Post by PicassoCT » 08 Sep 2014, 10:41

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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Re: Random WIP 2014+

Post by Anarchid » 08 Sep 2014, 23:45

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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Re: Random WIP 2014+

Post by Beherith » 18 Sep 2014, 20:57

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

Post by gajop » 18 Sep 2014, 21:10

Wow, that terrain looks godly Behe, nice effects.
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