Jump to content


Photo

Armors Mark Ii


  • Please log in to reply
3 replies to this topic

#1 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 19 June 2003 - 12:18 PM

Ok I've been thinking about what to work on next and we have had a bunch of ideas running around for the personal armor.


Correct me if I am wrong:
to start off we have the normal soldier that has some small amount of armor built into his uniform (ballistic shirt)

after this you research and equip the soldiers with personal armor that is similar to to days modern swat/ranger equiptment

from there we go on to the power and flight armors.

Now if this is how the progression goes I think that we might be able to save on work by simply modeling the unarmored soldier and then linking the armor to the soldier model if they are equiped with it.

so basically we model the soldier at a little under the 1500 poly limit (1000) and then we make a model for the armor around 500 polys if a soldier is wearing the armor it is attached to the model.

the other way we could do this is model the soldier in just the BDU's and then use that model as a base and combine it with the armor to get the personal armor model.

Again either wat the head should probably be kept separate to facilitate personalized characters and keeping the faces different in the equiptment screen,

#2 mikker

mikker

    Artwork Department

  • Xenocide Artwork Department
  • 2,211 posts

Posted 19 June 2003 - 01:03 PM

good idea, but kind of V 1.0+ though.

But we can do it this way, and then only have the fully armored one in V 1.0. We can save the rest for V 1.0+.

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#3 Deimos

Deimos

    Colonel

  • Forum Members
  • PipPipPipPipPip
  • 1,591 posts

Posted 19 June 2003 - 03:09 PM

Ok I've been thinking about what to work on next and we have had a bunch of ideas running around for the personal armor.


Correct me if I am wrong:
to start off we have the normal soldier that has some small amount of armor built into his uniform (ballistic shirt)

after this you research and equip the soldiers with personal armor that is similar to to days modern swat/ranger equiptment

from there we go on to the power and flight armors.

Now if this is how the progression goes I think that we might be able to save on work by simply modeling the unarmored soldier and then linking the armor to the soldier model if they are equiped with it.

so basically we model the soldier at a little under the 1500 poly limit (1000) and then we make a model for the armor around 500 polys  if a soldier is wearing the armor it is attached to the model.

the other way we could do this is model the soldier in just the BDU's and then use that model as a base and combine it with the armor to get the personal armor model.

Again either wat the head should probably be kept separate to facilitate personalized characters and keeping the faces different in the equiptment screen,

Not quite.
What we refer to as T-shirt armour (the very base level you get for free) is BDU's probably with Kevlar jacket (see my concept on the other page).
Then once the research tree has been opened up and the player has researched alien alloys they can research personal armour. This means the personal armour is the first step along the path to flight suits. So following the style guide the personal armour has to be a mix between human tech and alien with the balance tilted toward the human side.

Drewid's personal armour concept was the base for not only the power armour but also the flight armour too, so it follows the design evolution completely. Tshirt=hypermodern BDU's (see CTD for a very cool description) Personal Armour=first alien influence still v.strong human influence. Power armour=done and explained. Flight suit=done and explained.

Hope that helps. I know you want to cut down on the amount of models we need but for something as important as the player's troopers it's important to get the feel exactly right. Which means seperate models for each type. :)

I've thought of another reason not to double up on models and that is the animation cycle. The personal armour is going to be heavier than T-shirt armour so the gait of the soldier is going to reflect that extra weight.

Edited by Deimos, 19 June 2003 - 03:12 PM.


#4 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 19 June 2003 - 04:56 PM

ok so it will go tshirt( ranger/swat style) the personal armor (similar to drewids) and the power and flight.

makes more sense. in that case it won't be possible to use the BDU model and tack on the armor.