Development > Artwork
New Bloodspider Model
Crystan:
Good News Everyone!
I asked a Friend (Makaber) if he could create us a new Bloodspider model and he accepted:
http://img804.imageshack.us/img804/9712/bloodspider1.png
http://img820.imageshack.us/img820/6374/bloodspider2.png
Bloodspider_1 is a bit more true to the old model. But for him it looks more like a bug and less like a spider. So Bloodspider_2 resembles a spider alot more.
Personally i prefer the first one.
H-Hour:
I think the models look nice. I'm not sure they're a significant enough improvement over the current model to be worth the effort (it must be skinned AND animated). That said, a good texture can make all the difference so if he wants to skin it up I'd be interested in seeing what it looks like then.
For the record, I really like the second one better and I think the larger fangs are really nice. But I miss having a well-defined head on his models (which the old model had).
Also, it's his choice, but in my opinion the spheres on the head could be done in the texture without any real loss in-game. The player would have to look very closely to notice the extra polys, especially when our models begin to support normalmapping (or do they already?), and putting the eyes into the texture would prevent getting the sharp angles where the eyes meet the head.
By all means, if your friend is willing to model, I would love to have him doing some work. As long as he can texture some too, because at the moment we just don't have anyone to do that for him (I don't really have the time anymore).
MCR:
Good news, Crystan. :)
I like both of them. One could be an advanced version...
So why not have 2 different bloodspider models, with one being a better armored v2 version of it, like a bloodspider with light armor ?
Yes, the engine supports model normalmapping already, although with sometimes quite a bit strange results ;)
Do not forget that we need frame based (not skeleton based) animations for those and the currently only 100% supported 3d format with animations in UFO:AI is .md2.
Maybe you should copy our model folder for your friend (especially models/soldiers and models/aliens as those are our animated models) so he can see how the engine handles everything best...
Our current bloodspider model has an invisible head attached to it (a minicube), but it would be best if the head could be seperated, for detail views...
Also our engine supports 3 LoDs, regarding the polycount.
Kildor:
Second one is more close to storyline. Since main goal of bloodspider is collecting the blood, it need some sort of reservoirs to store collected and possible to process. May be it even should have even more voluminous tank.
So, my vote is for second version.
Also, about technical things — we need wait mattn, since I remember some sort of skeleton animations in some models.
Bartleby:
i like both and think it would be a very good idea to use both. like MCR said - the 2nd one is the more advanced one (maybe with one attack-type more). great work.
btw.: where ist FWishbringer?
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