Development > Artwork
Shoulder Patches for new soldier models
Destructavator:
I think you'll like this (when a finished version is done), I used some of the techniques I recently learned while making new heads to learn how to put shoulder patches on the new soldier models. Not only that, but I also can put them in a layer for the GIMP file used to re-build the different uniform colors for those who don't want to learn Blender.
In this example they obviously came out too small - this is easily fixable, but how does the actual patch design look?
The patch itself was also done in Blender, and the colors can be changed very easily (doesn't have to be gold, I just picked that randomly).
Destructavator:
Well, I fixed the size issue.
Mattn:
they are looking nice - but now they are a little bit to big imo ;)
Winter:
The size of them is fine, but I'm wondering whether we can use these as decals somehow? It'd be nice to have the shoulder patches reflect actual in-game rank.
Regards,
Winter
Destructavator:
Well, that depends on how many skins can be supported for a single MD2 model. Each rank would need five, six, maybe a few more variations for each camo uniform color. I'm more than willing to make the GIMP file needed to produce that many textures, that would be very easy on my end, but I don't know what the game's code supports. So as an example, if there were five uniform camo colors and five ranks, the total number of skins would be 5 * 5 = 25 skins.
The alternative would be if the code supported multiple texture layers. Many game engines support these now, one layer would be for the uniform and camouflage, and an second, upper layer would be for the patches and rank decorations. (The upper "decoration" layer would of course use an alpha channel, so all the parts not covered by decorations would be transparent to show the uniform.)
There might be more solutions, but do either of those two sound like they would work?
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