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XCOMUFO & Xenocide

Vaaish

Xenocide Inactive
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    South Carolina
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    3d modeling/animation, graphic design, fine art, history, war gaming, game design, reading.

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  1. I think that pocket is a bit weird and should probably be straightened or switched to more of a mesh. but we can call it done.
  2. Looking good. I think that pocked on the shoulder is a bit odd though. Seems a weird shape for a pocked having the uneven bottom. I see why you did that so teh lines would work together better with the front plates but perhaps a simple Velcro strip or elastic shell/pencil holder through there would work better
  3. The armor is looking much better now, perhaps a bit more detailing here and there if you get a chance but I like it much better than before.
  4. It may be easy to change, but from what I was reading we won't be having multiple versions for some time so it would be better to release with a more interesting version. If you refer back to some of the older posts, I believe post 112 (http://www.xcomufo.com/forums/index.php?sh...st&p=118929) has the olive that we were using that matched pretty well with the black. The uniform also seems to be missing the Xcorps Patch from the old version. The geometry not withstanding, the vest does need some improvement. if you look back around post 133 (http://www.xcomufo.com/forums/index.php?sh...st&p=123900) you will see some reference shots of a vest and a little further down is a more complex one. With the Iraq war going on there are quite a few shots out there of how modern armors look and what form of attachments they have. At the very least the front plates need to be redone and shoulder/side fasterners need to be added. I'll do a search again, but Interceptor armor and the pics previously posted would be a good start on teh vest. I do agree, the rest of the texture is superior to the old one and you have done a good job with what's here so far, but these are a few things that should be worked up before we call this model finished.
  5. Vaaish

    Ammo Clips

    Looks good to me.
  6. I've looked over the files sent and I'm wondering if this is the final version. The texture needs more color than the gray version and the armor vest in the old model was much superior to this. The texture right now looks somewhat lacking in comparison. EDIT: looking back, we seem to have lost the pockets on the vest and the extra pouches at the waist.
  7. I'd prefer to go with skeletal animation since I think it'll be easier to work with in the long run and provide better results.
  8. I would say continue. as mentioned, at the least they can be used for baseview and at best for battleview as well.
  9. shinzon, I'll need the final render, max file, any source PSDs, and the final 512x512 png applied to the model for in game use. I can't see the final version over here so I can't comment on the image. before we get too far into the discussion of animation, we need to know what the engine supports. Are we do simple animation stored only in vertex keyframes al la quake, or more complex skeletal based animation? Also will the engine support multiple rigs or do we need to limit things to a single humanoid rig?
  10. What you have looks good so far, but I'm more keen on a return to the olive and black scheme given that a good chunk of missions will not be urban. IIRC the only urban missions will be terror missions so urban camo as the standard scheme doesn't quite fit.
  11. I think it's coming along pretty well. Watch the legs mostly, they seem to have gotten shorter and the ankle shape isn't quite there yet. Keep the legs the same length as before and slightly bent.
  12. I'll double check and see if I listed the facility height, but I'm pretty sure the ceiling height should be above 2.5 meters.
  13. on your third point, that is what the rubble cell does. It prevents you from seeing the inside of the mesh since it now occupies the location you can see through. in this way we only need to worry about having rubble models that can be reused instead of having to have every model broken into chunks and worry about things like how the texture wraps around the new break.
  14. It might mean that you have the facilities scaled to small. They are 24x24 meters. Way back when, I was under the impression that we were going away from a grid based movement system and to a more fluid movement system kind of similar to the old Battle Isle: The Andosia War system.
  15. Liquify is a wonderful tool, too bad it isn't in 3d Yes I did mean for it to be shorter. with how it balances on it's legs it'll be about the same height as the soldier but if it extends itself it should stretch to 7 feet. It's not really all that much taller than the average 6'1" soldier.
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