Random WIP 2006-2011
Moderators: MR.D, Moderators
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Argh: Looks nice overall. Although I can hardly make out the team color, lighter blue ontop of beige that is. What I've found which helps is desaturating team colored parts on the texture (grayscale) or making them fully black. Also copying the team color map over to the glow map might help to make it stand out more in darker shaded areas. This was done in CNC3 for example and a lot of other games use similar methods.
I plan to strengthen the teamcolor on the earlier things, where it's too weak- the RocketTank, where it's very easy to see, and the Soldier Shells are more like what I would like- strong and reasonably useful, but not ridiculous and overly dominating, like most games. I hate SupCom's use of teamcolor, for example, it's one of the things that bugs me most about their visual design, frankly. Don't expect that to change, I don't care if the market research says that people are basically retards and can't tell what's what unless it's 90% teamcolor from the top view, like many games do- I want the minimum necessary to get the job done.
And I still want my teamcolored dynamic icons! I really should get around to explaining that to the LUA people, it sounds dumb verbally, I need to make pictures to show what I want...
And I still want my teamcolored dynamic icons! I really should get around to explaining that to the LUA people, it sounds dumb verbally, I need to make pictures to show what I want...
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
They are being used in mods, most of them. Its just the mods arent released yet.
You can have a beautifully textured, detailed model, but if you cant see the detail and at a distance it looks sort of like a fuzzy grey box, it doesnt help much.
Its very important to have strong contrast in a texture, and its important that your units are easily identifiable from a distance. When you have a set of units, it should be easy to tell one from the other- but they should also share similarities that reflect their function so that it is immediately apparent and intuitive as to their role.
There are also other things to consider, such as the need to ensure your model looks good from overhead (and the general unimportance of adding a lot of detail to the bottom).
Then there is the animation. The joints must be well articulated (on bots but also on turrets- if a turret doesnt look like it can aim upwards properly, it will look weird when it does) and objects should have a clear range of movement, so they dont clip through eachother. Bots will also look very different depending on their pose.
Of course, im sure you know all this argh, but this is the sort of stuff you can only get by seeing things in game- which is where the model will be used, anyway.
I disagree with this. Its very useful to see models and textures out of game for instructive purposes, but when you are modelling for spring, all that really matters is what it looks like in game.I don't show the in-game shots because that's cheating, imo, and not helpful to people wanting to learn.
You can have a beautifully textured, detailed model, but if you cant see the detail and at a distance it looks sort of like a fuzzy grey box, it doesnt help much.
Its very important to have strong contrast in a texture, and its important that your units are easily identifiable from a distance. When you have a set of units, it should be easy to tell one from the other- but they should also share similarities that reflect their function so that it is immediately apparent and intuitive as to their role.
There are also other things to consider, such as the need to ensure your model looks good from overhead (and the general unimportance of adding a lot of detail to the bottom).
Then there is the animation. The joints must be well articulated (on bots but also on turrets- if a turret doesnt look like it can aim upwards properly, it will look weird when it does) and objects should have a clear range of movement, so they dont clip through eachother. Bots will also look very different depending on their pose.
Of course, im sure you know all this argh, but this is the sort of stuff you can only get by seeing things in game- which is where the model will be used, anyway.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09