CA needs models!

CA needs models!

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

Moderator: Content Developer

User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

CA needs models!

Post by MidKnight »

Being IP free is the first step towards getting more players and growing as a game.

Anyone willing to contribute a few?

Any suggestions on how we can get some?
Super Mario
Posts: 823
Joined: 21 Oct 2008, 02:54

Re: CA needs models!

Post by Super Mario »

I will make some models for you. All I need is game art for unit that you want me to model.
User avatar
thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: CA needs models!

Post by thesleepless »

i'm making some, but yeah we need well defined style guidelines and concept art first IMO
otherwise we get a random bunch of units that have no consistency.
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: CA needs models!

Post by MidKnight »

first order of business is factories. The current ones are old and ruin the effect that all the new units give. Some nice sea and hovers won't hurt, either. :-)

I believe you made some concept art for an arm factory, thesleepless.

On a side not, I can draw you guys some concepts if you really want some, but first visit http://trac.caspring.org/wiki/ConceptArt :-)
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: CA needs models!

Post by Saktoth »

I tried offering concept art and design guidelines, trac is stuffed full of them.

Nobody followed them, and i got a lot of complaints when i rejected models for 'Not following the style of the faction'.

The core LLT/HLT look more like arm units, smooth and metalic, as do many of the core bots and planes (only they are black instead of white... because apparently 'core is evil'). The Arm fusion, solar and anni look more like core units- angular and covered in plates.

But now there is the serious prospect of 1-faction, and the best way to do that, art-wise, is to have each factory follow a consistent style- especially since a single artist usually makes all the models of a factory. Its much easier that way.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: CA needs models!

Post by Google_Frog »

The most useful unit models to make would be these:
Roach
Spy
Scarab
Sumo
Light air transport
Rapier
Cloaker bot

I don't really like styles. The first spherebot was good but the other 4 make them a bit hard to tell apart. Same with the Bandit/Rouge and the core turrets.
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: CA needs models!

Post by Otherside »

1 faction is fail :/ try to keep 2 factions with 2 art styles and keep 1 faction as a mutator if your start modelling to 1 faction CA will be plagued to be 1 faction even when its IP Free
User avatar
Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: CA needs models!

Post by Licho »

We could use helicopter by PressureLine for rapier.

Cloaker - we need both static and mobile version of this. Same for shield unit.

These units are morphable to and from static version so both static and mobile version should look similar..

Sumo can be replaced with jug.
User avatar
Karotte
Posts: 72
Joined: 03 Aug 2009, 17:30

Re: CA needs models!

Post by Karotte »

So how i posted befor i will made models for Flying Buildigns, then i will do somthing for the CA models with this fuckig BA style!

PS: Maby i will need help with textures

EDIT: WHAT are the Syles of the Core and Arm?

For me what i was watching ingame:

Arm = round untis, not much special forms, in german means it "n├╝chtern"

Core = more special forms, fire, not round (the opposite)

Is that right so?
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: CA needs models!

Post by Google_Frog »

Licho wrote:We could use helicopter by PressureLine for rapier.

Cloaker - we need both static and mobile version of this. Same for shield unit.

These units are morphable to and from static version so both static and mobile version should look similar..

Sumo can be replaced with jug.
I think the cloaker and shield buildings are non-OTA. Also Mr.D made a shield vehicle but I would preffer a bot mobile shield, the bot version is OTA.

With the Sumo I suppose it's worth removing the Jugg for it.

That means there are few interesting units left to capture modellers imaginations. Here's a list of buildings that need doing too:
DDM
Antinuke
EMP Tacnuke
Air repair pads
Tidal generator
Torpedo Launcher
Advanced Torpedo Launcher

A lot of the factories need doing too but Saktoth says he has some kind of genetic robot arm idea for factories.
User avatar
Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: CA needs models!

Post by Licho »

Torpedo should be merged with depthcharge.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: CA needs models!

Post by smoth »

what licho said.

also I am sitting on a few, I need to finish them and get them to sleepless.

Lord Muff did a good couple of models, I planed on texturing his shield thingie and his metal extractor when I get out of this funk.
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: CA needs models!

Post by jK »

Karotte wrote:EDIT: WHAT are the Styles of the Core and Arm?

For me what i was watching ingame:

Arm = round units, not much special forms, in german means it "n├╝chtern"

Core = more special forms, fire, not round (the opposite)

Is that right so?
Yup, also a lot (or even most) new arm models don't fit this. This is because ppl rarely model just for CA, and then there are ppl who commit any model they find just to replace OTA IP.

Arm = round, bright, less noise, high contrast, alien-like
Core = edged, dark, more noise, industrial
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: CA needs models!

Post by CarRepairer »

I think Lotus and Stinger look core-ish because they do look industrial. Like gray metal pistons.

Arm just needs more alien-like models for Ray and Sentinel.
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: CA needs models!

Post by KaiserJ »

why not dump the to-do unit list?

perhaps someone will be inspired.
User avatar
Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: CA needs models!

Post by Licho »

Well the todo is here:

http://www.planet-wars.eu/ModelBase/Units.aspx

Contains about 200 models, so anyone can pick :)
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: CA needs models!

Post by CarRepairer »

Licho wrote:Well the todo is here:

http://www.planet-wars.eu/ModelBase/Units.aspx

Contains about 200 models, so anyone can pick :)
That link needs updating - nanos, archangel, merl, among others.
User avatar
Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: CA needs models!

Post by Licho »

CarRepairer wrote:
Licho wrote:Well the todo is here:

http://www.planet-wars.eu/ModelBase/Units.aspx

Contains about 200 models, so anyone can pick :)
That link needs updating - nanos, archangel, merl, among others.
Update it then? If someone wants to fix it and does not have account let me know.
User avatar
Wartender
Conflict Terra Developer
Posts: 300
Joined: 17 Jan 2009, 22:37

Re: CA needs models!

Post by Wartender »

i'm trying out modeling, and i'd like to help
if i could find some tutorial to explain exactly how to make models for CA that would help xD
i have a bit of experience with blender (not animation however, only modeling)
i'd just need to learn how to go about making models for CA
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: CA needs models!

Post by MidKnight »

What's your username in lobby? I'm a blender modeler myself, and maackey, saktoth, and KingRaptor all do modeling, albeit in different apps. If you haven't already, joining #ca in the lobby would probably be a good idea. :-)
Post Reply

Return to “Zero-K”