Spherebot, now in CA - Page 2

Spherebot, now in CA

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Spherebot, now in CA

Post by Forboding Angel »

Imo you should bake on a normalmap and maky it more shiney. TO the tune of something like g: 85 or sumthin.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Spherebot, now in CA

Post by rattle »

The texture needs an overhaul...
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Spherebot, now in CA

Post by quantum »

I thinks it looks great from the standard play zoom. I find myself building swarms of Peewees just to look them run around. Thanks also to Nemo's awesome run animation.

Imo we can move on to the next unit instead of getting bogged down in perfectionism.
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Re: Spherebot, now in CA

Post by Erom »

quantum wrote:I thinks it looks great from the standard play zoom. I find myself building swarms of Peewees just to look them run around. Thanks also to Nemo's awesome run animation.

Imo we can move on to the next unit instead of getting bogged down in perfectionism.
I would agree with this, if you want an outsiders perspective.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Spherebot, now in CA

Post by smoth »

Saktoth wrote: t2 bots will be more mech-like 'walkers', far less humanoid).
couldn't say, arm or core have the humanoids and the other faction have the walkers? it would add more interesting unit differentiation.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Spherebot, now in CA

Post by Saktoth »

The texture is about as good as its going to get right now, other than adding in the second texture (Which i personally dont play with, it cuts 10 FPS off me, and i am of the belief that most people probably dont play with it either- so im not fussed about it too much).

As for baking on a normal map, i dont believe wings can do that, so someone else can do that if they like (CA is open source).

Any edits im going to be doing to the texture will be pure visibility things- increasing contrast, increasing teamcolour. I wont be doing much more work on the detail, half because you wont see that most of the time in an RTS (It just becomes grey noise) and half because id rather build up my skills some more making other units than trying to get this one perfect.
wouldn't say, arm or core have the humanoids and the other faction have the walkers? it would add more interesting unit differentiation.
Arm will be more high-tech, smooth, more anime (Niklas specifically) inspired, more humanoid in appearance. Core will have a more WW1, WW2, Cold war, bare metal, low tech, bulkier feel. But the 't2' walkers will be removed from that a step again- though actually for core they might end up being burrowing worms or god knows what else.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Spherebot, now in CA

Post by Gota »

I didnt say it doesnt fit CA.
I only said that instead of replacing one of the better textured models like CA's peewee you should make it to be a different unit which has a worse looking model/texture like the mavrick.
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