P.U.R.E. 0.55 - Page 31

P.U.R.E. 0.55

WolfeGames and projects headed by Argh.

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smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Re: P.U.R.E. 0.55

Post by smokingwreckage »

That colour? It's called "Teal" and it rocks my socks so hard my bones rattle.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: P.U.R.E. 0.55

Post by PicassoCT »

Why not introduce a new Unit - the AF... critics can be so mean ;)

PS: I like the Cube. Can we stickt them together, to form a MagicCube? And can we have diffrent coloured sides, so that they are more difficult to solve - oh and, by the way - can we have orbital bombardment as weapon, when all colours are right ? ;) ;) ;)

Pages of Nonsense indeed
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[XIII]Roxas
Posts: 182
Joined: 20 Jun 2007, 23:44

Re: P.U.R.E. 0.55

Post by [XIII]Roxas »

An interesting color.

Keep it.
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Re: P.U.R.E. 0.55

Post by Erom »

Been playing Perfect Dark Zero the last couple of days (gogo walmart bargain bin) and the glowy teal on all of datadyne's high tech stuff is a perfect match for the one Argh uses. Just saying, there is precedent- and really, Argh could have used baby poop green or something.
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: P.U.R.E. 0.55

Post by very_bad_soldier »

[XIII]Roxas wrote:An interesting color.

Keep it.
Same here.
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clumsy_culhane
Posts: 370
Joined: 30 Jul 2007, 10:27

Re: P.U.R.E. 0.55

Post by clumsy_culhane »

i like the colour, keep it :P
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: P.U.R.E. 0.55

Post by rattle »

The texture is missing simulated light and color variation. Not even the glow shader will help you much there as it'll only increase the amount of red.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

Er, the glow shader is just a floor level, and has very little to do with the final look of the cube, tbh.

You'll just have to wait and see what it's like when animated, I think.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

Image
The Resistance Light Railgun Turret. Model by Guessmyname, paint by me.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

Image
Cool screen of the moment: a mixed-arms force assembles on the arid world of Dantine IV. Click to enlarge.
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: P.U.R.E. 0.55

Post by clericvash »

Random explosion in the background, hehe looks pretty cool, lets get a screenie with the new turret firing? :D
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: P.U.R.E. 0.55

Post by PicassoCT »

clumsy_culhane wrote:i like the colour, keep it :P

Image

Now look straigth into yourAvatars Face and tell us the truth - your not just the morphed Cube smurfing ;) ;) ;)
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: P.U.R.E. 0.55

Post by rattle »

I doubt it'll look any different. Your textures also miss highlights. Dude you've not really improved at all over the last year. :P
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: P.U.R.E. 0.55

Post by Pxtl »

rattle wrote:I doubt it'll look any different. Your textures also miss highlights. Dude you've not really improved at all over the last year. :P
Whatever. Personally, I think it's hawt secks. And besides, I've seen Argh discuss this before. He has improved a great deal - by focussing on streamlining process and working quickly so he can actually do lots of models, not by focussing on getting something perfectly awesome looking that will never be more than 40 pixels high on the screen.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

I went from GMN's Wings model to done and scripted in 3 hours. And meh, there is something to be said about keeping the style consistent, as well.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: P.U.R.E. 0.55

Post by Pxtl »

Argh wrote:I went from GMN's Wings model to done and scripted in 3 hours. And meh, there is something to be said about keeping the style consistent, as well.
Damn. I think this is the first time that discussing design-flow has given me a mental hard-on.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: P.U.R.E. 0.55

Post by rattle »

That's true, but you're not really improving visually (IMO of course). :P
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

The improvement's in time, not in quality. I could improve in quality, and actually have learned a lot about that, which I am waiting for normal maps to use, but I'm mainly concerned with time.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Re: P.U.R.E. 0.55

Post by jcnossen »

Wow 3 hours...
why are you not applying for a commercial game dev job? ;)
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: P.U.R.E. 0.55

Post by KDR_11k »

Because commercial devs expect more quality than that.
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