BA:R Arm models - Page 6

BA:R Arm models

Balanced Annihilation with remade Units

Moderator: Content Developer

User avatar
Jazcash
Posts: 5302
Joined: 08 Dec 2007, 17:39

Re: BA:R Arm models

Post by Jazcash »

smoth wrote:jaz, they use an atlas. So unless behe used something like the material system I am working on he needs to keep the texture as simple as possible. if he sets components to specific texture styles(such as the old dominators cammo) it would hurt the atlas.
Ah ok. Fair enough. Does that rule out unique texturing for one unit completely then?
smoth wrote: I still the OTA models look like shambling masses of junk in 3d so in my eyes these models are easier to tell apart that the *A content stolen from ota's hpi files
The OTA models were shambling masses of junk in 3D, but they were way easier to tell apart imo. Especially between Core and Arm.
0 x

User avatar
smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Re: BA:R Arm models

Post by smoth »

Jazcash wrote:Ah ok. Fair enough. Does that rule out unique texturing for one unit completely then?
Yes. Why would you stop at one unit then? If you are using an atlas, to then take it and make a specific 512x512 or whatever for an individual unit defeats the point of what behe is doing.
smoth wrote:The OTA models were shambling masses of junk in 3D, but they were way easier to tell apart imo. Especially between Core and Arm.
Arm are core use very different atlases.
0 x

User avatar
Jazcash
Posts: 5302
Joined: 08 Dec 2007, 17:39

Re: BA:R Arm models

Post by Jazcash »

smoth wrote:
Jazcash wrote:Ah ok. Fair enough. Does that rule out unique texturing for one unit completely then?
Yes. Why would you stop at one unit then? If you are using an atlas, to then take it and make a specific 512x512 or whatever for an individual unit defeats the point of what behe is doing.
I never said give a unit its complete own texture. I mean just making sure every unit has something unique about its texture that stands out like the yellow and black stripes on cons, glowing red eye of the rezzer and various other unique textures and visual effects. These are good things and the more of these the better.
smoth wrote: Arm are core use very different atlases.
Yeah nvm, you're right. I didn't take a good look at BAR's Core units properly.
0 x

User avatar
Beherith
Moderator
Posts: 4967
Joined: 26 Oct 2007, 16:21

Re: BA:R Arm models

Post by Beherith »

Adv con vec. 331/368
Image
Model and atlassing by FireStorm.
0 x

BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: BA:R Arm models

Post by BaNa »

Beherith wrote:Bulldog fixed, sorry about that!
Image
Model and atlassing by FireStorm.
They have more character this way.
The project is looking mighty fine!
0 x

User avatar
Beherith
Moderator
Posts: 4967
Joined: 26 Oct 2007, 16:21

Re: BA:R Arm models

Post by Beherith »

Merl 332/368
Image
Model and atlassing by FireStorm.
0 x

User avatar
Beherith
Moderator
Posts: 4967
Joined: 26 Oct 2007, 16:21

Re: BA:R Arm models

Post by Beherith »

Seer 333/368
Image
Model and atlassing by FireStorm.
0 x

User avatar
Silentwings
Moderator
Posts: 3648
Joined: 25 Oct 2008, 00:23

Re: BA:R Arm models

Post by Silentwings »

love that one
0 x

User avatar
Beherith
Moderator
Posts: 4967
Joined: 26 Oct 2007, 16:21

Re: BA:R Arm models

Post by Beherith »

Gremlin 334/368
Image
Model and atlassing by FireStorm
0 x

User avatar
Beherith
Moderator
Posts: 4967
Joined: 26 Oct 2007, 16:21

Re: BA:R Arm models

Post by Beherith »

Eraser 335/368
Image
Model and atlassing by FireStorm
0 x

User avatar
FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: BA:R Arm models

Post by FireStorm_ »

Maybe I can get the umbrella back one day, if my animation/lua skills improve, but in the meantime I notice in-game you fixed animation problems with unexpected awesomeness. Nice work! :-)
0 x

User avatar
Beherith
Moderator
Posts: 4967
Joined: 26 Oct 2007, 16:21

Re: BA:R Arm models

Post by Beherith »

Jammer truck 335/368
Image
Model and atlassing by FireStorm
0 x

User avatar
Beherith
Moderator
Posts: 4967
Joined: 26 Oct 2007, 16:21

Re: BA:R Arm models

Post by Beherith »

Triton 337/368
Image
Model and atlassing by FireStorm
0 x

User avatar
smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Re: BA:R Arm models

Post by smoth »

>:D can the head poke out when it is not being attacked? for funsies?
0 x

User avatar
Beherith
Moderator
Posts: 4967
Joined: 26 Oct 2007, 16:21

Re: BA:R Arm models

Post by Beherith »

the head retracts when it is attacking, but ill move that bit to hitbyweapon then:)
0 x

User avatar
FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: BA:R Arm models

Post by FireStorm_ »

That's not funsies; That's an excellent idea. :-)
(initially I imagined head out underwater, but this beats it I'd say.)
0 x

User avatar
Beherith
Moderator
Posts: 4967
Joined: 26 Oct 2007, 16:21

Re: BA:R Arm models

Post by Beherith »

Phalanx 338/368
Image
Model and atlassing by FireStorm
0 x

User avatar
scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: BA:R Arm models

Post by scifi »

OK now thats.... thats cool!
0 x

User avatar
Beherith
Moderator
Posts: 4967
Joined: 26 Oct 2007, 16:21

Re: BA:R Arm models

Post by Beherith »

Arm construction kbot 339/368
Image
Model by KaiserJ and atlassing by Beherith
0 x

User avatar
Silentwings
Moderator
Posts: 3648
Joined: 25 Oct 2008, 00:23

Re: BA:R Arm models

Post by Silentwings »

The triton is awesome :D
0 x

Post Reply

Return to “Balanced Annihilation Reloaded”