Development > Artwork

Possible new craft

<< < (8/9) > >>

Mattn:
to be honest i would prefer a bull texture to be more in the style of our already existing ufos - see the gallery for some shots.

Winter:

--- Quote from: "Psawhn" ---

Here's a new cockpit, and base texture redone to look more like aliens.

I still have to do alien greeblies - I'll make some straight-angled bumpmaps and stuff for that. I also still have to put on paint decals.
--- End quote ---


I really like the texture, but I have to agree with mattn in this case. It still doesn't look enough like the alien style we already have laid out in the existing UFOs.

The cockpit looks brilliant, though, very nice work on that.

Regards,
Winter

Psawhn:
The funny thing is that this last one I tried to get it a lot closer to the existing alien texture.



The base texture I have is actually 2048x2048. I'll shrink it down for the release version (the one above is how it looks like shrunk), but here's a clip from the wing at full detail:



I can add some of the glowy green bits, too.


Edit: comparing the two side-by-side, I can see the differences in the overlay. How was the original texture made?

Edit#2: Here's the entire wing at 512x512:

And at 2048x2048: http://img.photobucket.com/albums/v388/Psawhn/Blender/stingray_texture_hires_v9.jpg

Edit#3: Got some more alien greeblies. (I know it's "Greebles," but "Greeblies" is fun to say.)






If you guys like the alien-ness, then all that's left are human decals.

(I'm so happy I figured out what GIMP's Hard Light layer setting is for: bump maps! Apply your bump map onto a 50% grey layer with Hard Light on, and it looks just as if you applied the bumpmap onto the actual image!)

Psawhn:
Release!

After working on the model over IRC with Winter, the textures for the game release were finalized. (I still want to throw on more paint decals for renders and that, but they're likely to be too small to matter in-game.)

All the files can be found here:

https://webdisk.ucalgary.ca/~djetowns/public_html/misc_files/UFO_AI/

The two important files are stingray_lopo_flightmodel.blend and stingray_texture_lores.jpg.
The model is optimised for flight, with everything sealed together.
The polycount is a bit higher than before, at 1752 triangles.

Be careful before downloading the source .xcf file if you're on dialup - it's a whopping 33 Megs! It got this big because it's a 2048x2048 image with 27 layers.

The high-res version of the .blend needs a bit of documentation. Many of the components are on separate layers, and are locked so that the only way to move them is through the armature on layer 2.

What other model types do you need? The high-res version has animatable engines, thrusters, bay doors, landing gear, and weapon hardpoints. (The hardpoint extends down to the bottom of the bay to allow things like cannons and rocket pods to be concealed inside the weapon bay.) It's easy enough to optimize models of any combinations of states.

Winter:
We have a list of needed models here:

http://ufoai.ninex.info/phpBB2/viewtopic.php?t=1302

If you can animate, maybe you'd consider modelling and animating the alien flying robot? Or the small wheeled human scout drone?

Regards,
Winter

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version