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Author Topic: Armor model updates  (Read 73121 times)

Offline DrunkenStranger

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Re: Armor model updates
« Reply #120 on: July 02, 2012, 03:00:56 pm »
new soldier models looks ugly ;(
i mean only textures, not animation
they all too similar, even with different armor
is there any planned work to improve this?

Offline Crystan

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Re: Armor model updates
« Reply #121 on: July 02, 2012, 03:55:52 pm »
Are you sure youre running the game with quality texture settings? The textures are great.

Offline DrunkenStranger

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Re: Armor model updates
« Reply #122 on: July 06, 2012, 11:31:55 pm »
yes, im sure
in tactical mission i have only one: models should have more colors (now they all just in grey variations)
in hire/equip menu most of soldiers now are ugly: heads looks terrible, bodies has stupid poses and too small arms in (shoulders part)

i just want to see soldiers not so ugly to get some joy

Offline Mattn

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Re: Armor model updates
« Reply #123 on: July 08, 2012, 10:55:11 am »
you are invited to contribute new skins. the ui part is not yet 100% done, because we can't use the normalmaps, glowmaps and *maps there (at least not yet - this will change)

Offline Omnivore

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Re: Armor model updates
« Reply #124 on: September 08, 2012, 02:47:35 pm »
Is there any way to use the 2.4 models with 2.5-dev?  Seriously the new models are not at all to my liking, also the lack of camo uniforms is a step backwards.

PS: I don't mean to offend anyone, just stating my personal opinion.
« Last Edit: September 08, 2012, 03:51:24 pm by Omnivore »

Offline H-Hour

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Re: Armor model updates
« Reply #125 on: September 09, 2012, 01:10:44 pm »
There were scripting changes involved as well, so it would take some work on your end. But it's not too difficult if you dig into the files in /base/models/ and the UFO scripts in /base/ufos/. You'll want to look at the team definition files and maybe some others.

Offline maharba

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Re: Armor model updates
« Reply #126 on: September 21, 2012, 04:54:42 am »
I'd like to see CCCP Armour in this new models It was cool

Offline H-Hour

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Re: Armor model updates
« Reply #127 on: September 21, 2012, 11:20:01 am »
I'd like to see CCCP Armour in this new models It was cool

Hehe, it was definitely not cool (IMHO). But it sounds like a good candidate for a mod. Why don't you try to make it?

Offline homunculus

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Re: Armor model updates
« Reply #128 on: September 26, 2012, 02:46:10 pm »
well, in my opinion also, here the power armor looked good:
http://img818.imageshack.us/img818/5135/powerarmprev.jpg
and here it started to look bad:
http://img696.imageshack.us/img696/636/lowpwer02.jpg

i kind of liked the original shiny black look, i would wish for more of that if ufo:ai graphics can handle stronger reflected light (specular highlight).
i mean, this darth vader (one of the worst that i could find) looks better imho:
http://terrymalloyspigeoncoop.files.wordpress.com/2012/06/vader.jpeg
so it doesn't matter if most of the dark is out of the dynamic range, the matte gray ones look uniformly gray anyway.
the little wear and tear textures look like little lighter dots, and are acting like camo to hide the meaningful shape instead of making it more readable.

also, there is no face visible, and i don't think that is good.
now all the soldier portraits look the same.
i think it would be better if nanocomposite was without the face cover, and in power armor it was semi-transparent if ufo:ai graphics can handle that.

as for the old models 'kneeling' position that someone said it looks like 'taking a dump', that someone might not have been aware of 'rice paddy prone'.
though the more stereotypical kneeling the better.

i wouldn't say the new models look extremely ugly on their own (though the faces, and hips of the unarmored version might need more work), but if i put them next to old models the old models look way more readable and polished.
« Last Edit: September 26, 2012, 03:08:24 pm by homunculus »

Offline Flying Steel

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Re: Armor model updates
« Reply #129 on: September 26, 2012, 05:00:09 pm »
I agree that the shiny black looks better in those renders.

But to really see what you are dealing with, you would need to get screenshots of those both in game on a modern graphics card. Things like real time rendering with specular and normal mapping and the minimum distance the game allows you to get the camera up to a unit, could all make the option that looks better in a controlled environment, actually look like the worse option in-game.