Development > Artwork
Model vertical scale a bit off (why?)
Destructavator:
...Oh, and I *do* need to fix that haircut - The head model sorta works right now but I wouldn't call it permanent yet. It seems to work for testing though.
Edit: ...But perhaps we could use some wild hair like that for civilian models, not all of them of course, but who knows what styles will be around ~80 years from now?
Bartleby:
ure models are quite asthenic. especially the thighs are not really muscular (see picture). though not sure if u can change that in this phase. sry.
the position would also look much better with the standing angled and not as narrow (see feet of old model. looks a bit "cooler" not as a rookie).
anyway. i like all ure work and always like to visit this part of the forum. great artworks here =).
btw.: why is the green selection in ufo ai not round. is that difficult to code?
Destructavator:
--- Quote from: Bartleby on January 03, 2010, 08:47:48 am ---ure models are quite asthenic. especially the thighs are not really muscular (see picture). though not sure if u can change that in this phase. sry.
--- End quote ---
Actually yes, I can, and this phase is a very good time to adjust such things, while progress is still rather early and before more models for armor types are made. Things like this are part of the whole reason I'm doing these in-game tests.
I've noticed that in Blender the new models look great, but for some strange reason they do look thinner in-game.
--- Quote from: Bartleby on January 03, 2010, 08:47:48 am ---the position would also look much better with the standing angled and not as narrow (see feet of old model. looks a bit "cooler" not as a rookie).
--- End quote ---
That would be easy to fix.
--- Quote from: Bartleby on January 03, 2010, 08:47:48 am ---anyway. i like all ure work and always like to visit this part of the forum. great artworks here =).
--- End quote ---
When I get the pk3 working, you'll be able to try these new models out yourself with the dev 2.3 version. ;)
(Which will be great, it will provide for valuable feedback.)
--- Quote from: Bartleby on January 03, 2010, 08:47:48 am ---btw.: why is the green selection in ufo ai not round. is that difficult to code?
--- End quote ---
That one of the coders will have to address - I'm afraid I don't know the answer to that one.
bayo:
--- Quote ---btw.: why is the green selection in ufo ai not round. is that difficult to code?
--- End quote ---
because current graphic card technology dont like curves :)
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