Unit request for xta
Moderators: MR.D, Moderators
Well, seeing as everyone else is comenting...
I do like it BUT:
1) Think teh camo problem is probablie that its to vivid. Maybe if you just made the yellow a little less saturated it would look better?
2) There is very little team colour on it, so it would get hard to see whos was whos at a glance. Maybe you could make the housing for teh barrels have teh team colour? (housing not the turrets)
Other than that I think its great! Maybe teh treds could be more goliath like, but It's not an important thing, liek you said this makes it stand out as different.
aGorm
I do like it BUT:
1) Think teh camo problem is probablie that its to vivid. Maybe if you just made the yellow a little less saturated it would look better?
2) There is very little team colour on it, so it would get hard to see whos was whos at a glance. Maybe you could make the housing for teh barrels have teh team colour? (housing not the turrets)
Other than that I think its great! Maybe teh treds could be more goliath like, but It's not an important thing, liek you said this makes it stand out as different.
aGorm
Actually, it's my current hacked-up XTA, which I mess with occasionally to test certain things. Sorry if that is confusing. It does have the Evolva 3DOs in it.
I'll take one more whack at the skin, and try to make more obvious teamcolors, de-emphasize the camo, and add more metal.
I'm not really interested in building a new model for it- the time it takes to build the model, uvmap it, and then get it animated makes that impractical. Sorry, it's not like 3DO, where you just throw a new texture on the face, or bring in a new set- because of Spring's limitation to one uvmap per model, I have to do it all in one go, and that means rebuilding the S3O again, which is annoying.
I see no reason to go higher poly- that would make the model not fit with XTA well. Now that I've seen Caydr's tests, my own mods will feature fairly high polycounts, but XTA's models are very conservative, and I intend to keep it at the same rough level.
I'll take one more whack at the skin, and try to make more obvious teamcolors, de-emphasize the camo, and add more metal.
I'm not really interested in building a new model for it- the time it takes to build the model, uvmap it, and then get it animated makes that impractical. Sorry, it's not like 3DO, where you just throw a new texture on the face, or bring in a new set- because of Spring's limitation to one uvmap per model, I have to do it all in one go, and that means rebuilding the S3O again, which is annoying.
I see no reason to go higher poly- that would make the model not fit with XTA well. Now that I've seen Caydr's tests, my own mods will feature fairly high polycounts, but XTA's models are very conservative, and I intend to keep it at the same rough level.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
I can't stop advertising this: Use upspring "Export for UV mapping" and "Import UV coordinates from model".I'm not really interested in building a new model for it- the time it takes to build the model, uvmap it, and then get it animated makes that impractical. Sorry, it's not like 3DO, where you just throw a new texture on the face, or bring in a new set- because of Spring's limitation to one uvmap per model, I have to do it all in one go, and that means rebuilding the S3O again, which is annoying.
You can re-UV a model that way, without needing to assemble the parts again.
Very nice model, very nice texture. A suggestion though, most TA units have a bit more team colour than that. You know the top shell-like structure of it, it has these parts on its left and right that are flat on the Y axis. Could those be made all-teamcolour, or maybe have a stripe on them... something that can be seen from high-ish altitude.
That's what the yellow blocks are. Does everybody need to see it in blue, red, etc.? It works, and it's quite clear what teamcolor it's using, but I can make it bigger.Could those be made all-teamcolour, or maybe have a stripe on them... something that can be seen from high-ish altitude.
I am rather mystified myself. The Raven was accepted very quickly, and with hardly any revisions. I am a little frustrated at the lack of feedback here. I suspect that a lot of it is because it's S3O, the future of Spring, and that makes it a somewhat big dealI wonder why the SY's dont say a word..

No, that's just a greeble. Closeups show a "hidden layer" of dirty metal behind it, but it's in shadow and on darker screens, it no doubt just looks like a hole. If people find that obnoxious or confusing, I suppose I could remove it.It has a giant bullethole decal in the tread O_o
I should probably do an article demonstrating what that does, and why it causes some problems on a practical, workflow level. Really, Zaphod- please, just trust me, I've been doing uvmapped models for about three years now... you want to do it all in one go. While what you're saying is, in an absolute sense, true... it's just not the best way to go about things. If Spring supported more than one uvmap per model, it'd be a different story, but that's how it works, and I have to deal with that.Use upspring "Export for UV mapping" and "Import UV coordinates from model".
If the SYs wanted a more detailed model, or had a more specific idea about the kinds of turrets, colors, etc... you just had to specify them. Yeha's instructions were vague, and I interpreted them in a way that I thought would fit the current game design. I'm not going to put this through any more cycles of revision until I get feedback from the people who have to approve the piece.
It's your mod, SYs. I have mine to work on. If I were an official team member, it'd be a different story, but I'm just another freelancer contributing to the project.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Argh, you seem very knowledgeable in all that modeling thing, however:
Look at SupCom's units. The team colour is, probably, more than half the unit.

aGorm wrote:...
2) There is very little team colour on it, so it would get hard to see whos was whos at a glance. ...
You should take that more to heart.Caydr wrote:... most TA units have a bit more team colour than that. ...
Look at SupCom's units. The team colour is, probably, more than half the unit.

I don't personally care for seeing that much teamcolor- it's ugly and not at all realistic- who would paint their tanks bright red IRL? Supacom's art does not excite me all that much thus far- the rendering engine's pretty darn neato, but we shall see whether big blobs of team-color plays well or just looks like a visual blur. Sorry if that offends everybody.
However, since I seem to have talked myself into ONE more set of minor tweaks, I might as well add s'more teamcolor.
However, since I seem to have talked myself into ONE more set of minor tweaks, I might as well add s'more teamcolor.
- SwiftSpear
- Classic Community Lead
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- Joined: 12 Aug 2005, 09:29