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About Shinzon

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Canada
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-Game Design<br />-Computer Games<br />-Computer Graphics<br />-Programming<br />-Digital Art<br />-Digital Design<br />-Sociology/Psycology
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Made a new texture for the "Alien" material; couldn't replicate old look exactly, think this fits however with the whole "Iridium Sheen" thing going on. Not sure if it is better, could use some suggestions how to add warm colors to break up the cold color scheme; is color even needed, could stick to the old mostly "Cold Alloy" look. Need to do: -Detailing to make it less organic -Finish up some spots like feet and hands -Torso belly could use some work Not really much left to do; hard part is coming up with the "Decals" to go on the alien armor, thinking little circular connections for cords/valves/ tubes, things that will make the armor look like it can be connected to something, or is mechanical. The concept art was very plain, and I moved far away from the original, hope I didn't take too many liberties with it. Pretty Render: http://img638.imageshack.us/img638/5669/showcase2.jpg
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http://img641.imageshack.us/img641/7391/showcasew.jpg Almost finished with this guy, just need to replicate that weird aquatic texture that's on the UFO's. Needs: -Texture Tweaks -Proper Overlay (The Alien Metal Texture) -Detailing ETA: About 3-6 hours of work if Alien Metal is replicated easily.
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It's a radio pocket; the other side has velcro strips, and I agree with Azrael, in that can we ship this thing off already? It has gone through 4 iterations...
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Updates: http://img171.imageshack.us/img171/2594/shirtnew005zw1.jpg
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Sorry for the abrupt end of updates; but I entered my final month and the proffesors sure like to pile stuff up... I will be tied up for roughly a month...
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I can finish up what ever currently outstanding facilities I have; but stop there; so we will still have some facilities done in the old way do be used in engine...
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I disagree; it could be my own bias beacuse I spent a sizable amount of time staring at each at one point, but here is a comparison of the two; I did the best I could with the geometry left to me after the optimization... And as for the actual color; it is irrelivant; as I said earlier; the color can be changed at a whim (Sure touch ups for each color will be needed; but nothing major) Edit: More crazy renders, color and pattern irrelivant...
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Alright here is everything; the archive also contains some front and back renders with an alpha channel; so they can be pasted easily on the soldier equip screen... The archive contains the MAX file, 1024x1024 source PSD's and 512x512 png's of the 3 maps (Spec, Bump, Color) Gah max single upload 10.74 MB... too small need 9 more I am going to send this to Vaaish via email; if anyone else wants the archive PM me...
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Done with the pistol clip; I tried using a normal map on this one. Most of the time I spent with this thing; was playing around with the normal map... (First time really trying to implement it) What kind of maps will the engine support eventualy? This has 3 maps (Pretty standard) 512 x 512: Diffuse Specular Normal I also have a "High Poly" and this version... The high poly is not texture mapped... Render: http://img356.imageshack.us/img356/7380/pistolclip001di0.jpg Ninja edit: Uploading the archive 4.13 megs; contains low and high poly max scenes; PNG and PSD source images at 512 x 512 a peice... Do plasma clips have a conventional reload? Or something more... exotic? Going to re read the CTD's and look at the models... Ninja edit2: Forgot to include a final render side view PNG; so the clip can be easily placed wherever you want it... Pistol_Clip.rar
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Understood... I forgot weapons need ammo to shoot What is the poly target per ammo clip?
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Bones and Riggins aside for now; is there anything that the prog dep absolutley needs done? If not I will continue to work on the base facilities and dig through the Database; seeing if I can texture or re-model something
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I belive the bones matter is going to be slightly complicated; as it is not simple as every alien sharing a humanoid set up... So the rigging of diffrent aliens is going to be really diffrent from one another... Unless I'm thinking of a compleatly other thing...
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Well, I guess then the ART dep will have to read the XNA updates and churn out accompanying art. I have a general idea of what needs to be done (Like all of those base facilities) but I bet that is not really "Needed" by the prog department at the moment. Possobly things like interface and menus, buttons, widgets and stuff along those lines is what the prog dep needs at the moment, I am not sure, please clarify...
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So after this talk about destructables; should I continue working on theese as if they are meant to be part of the base invasion mission; or strictly just part of the baseview?