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Messages - Zorlen

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16
Artwork / Re: Some alien robot
« on: May 24, 2009, 10:05:37 am »
How well do you know Blender?

Not quite well. My modelling experience started mainly with modelling for UFO:AI in Wings3D, then I moved to Blender in order to use animations, thats all.

Unfortunatly, its still a slow work, manually keyframing each frame, and I havent put any....dang it, the word just escaped me...the handles that control the bones...

You mean you are not using armatures and animate the mesh directly? That must be a really painful work!

17
Artwork / Re: Some alien robot
« on: May 24, 2009, 09:10:17 am »
I am not a hell of an animator, just following "do it yourself" approach encouraged by developers to have things done.
Anyway, I have Sourceforge login and can try looking into soldier animation, though being short on free time myself.

18
Artwork / Re: Some alien robot
« on: May 23, 2009, 11:13:12 pm »
Finally I got my hands on that model again. Reworked walk and infest animations + added one for psionic attack.
Death animations are still pending.

[attachment deleted by admin]

19
Design / Re: A few ideas (Brainstorm)
« on: March 31, 2009, 04:02:44 pm »
Everything you do is subject to feedback, and you quite simply can't go into involving discussions with everyone who "wants to help", which is all too often the same as "offer suggestions", which is the same as "I can't do anything except talk about stuff".

Have you considered an idea of employing a sort of PR man? Maybe one from those who cannot do anything except talking, but is mature ans sane enough to filter useless ideas, has good nerves and has lots of time to spend online? So that other devs would mind their own business, while users are provided with a polite feedback for all sorts of questions, e.g.: "Saving in combat? Thanks for suggestion, but after some consideration we decided to wait with implementing such. Lightsabers? What a wonderful idea! Sadly, it doesn't fit with the setting."

P.S. I'm NOT a volunteer!

20
Artwork / Re: Artist required for UFOPaedia images
« on: March 22, 2009, 05:43:23 pm »
Wow, I like the last image! Looks intelligent and menacing, as Winter suggested.

21
Artwork / Re: Some alien robot
« on: February 01, 2009, 09:38:30 pm »
Merged model with tentacle attack animation is attached. Opinions are welcome as always.

keep in mind that we need at least the animations that are listed here: http://ufoai.ninex.info/wiki/index.php/Modelling#List_of_needed_animations_for_a_character

Should animations related with different types of carried weapons be omitted for Breeder or just duplicate its normal postures and movement? And should it have crouched state?

[attachment deleted by admin]

22
Artwork / Re: Some alien robot
« on: January 22, 2009, 06:32:30 pm »
Okay, I'll look into this.
Is Breeder is a sort of cyborg then? I mean - is its XVI-infested organic part being a developed (though artificially life-suported) thinking organism in charge of controlling mechanical body? Or it is a robot with electronic brain and XVI tissue is attached as infestation and psionic weapon only?

23
Artwork / Re: Some alien robot
« on: January 21, 2009, 08:59:07 pm »
Here's chassis walk cycle along with rendered avi.
It it was moving, it would move ~10 Blender units per cycle.


Maybe you could render up a combat oriented "Heavy Mantis" with guns & whatnot.

I am thinking of some alien tank-like robot design, but for this to look alienish I can only imagine legged or hover chassis, which would make it less unique.

[attachment deleted by admin]

24
Artwork / Re: Some alien robot
« on: January 19, 2009, 05:46:01 pm »
The legs are better, but this doesn't even remotely fit what we need for the Breeder. Maybe we can transfer them onto the current Breeder model?

I thought that Breeder was going to have threads, judging by its old model (even Corrupter UFO description mentions threads). Actually I didn't like that part, 'cause threads seemed too much Earth-based tech to me.
Anyway, I put that model under GPL, so feel free to use any part of it. I haven't animated it yet, but it has bones and stuff. Should I make chassis walk animation? (Haven't tried that before, just going to learn)

[attachment deleted by admin]

25
Artwork / Some alien robot
« on: January 19, 2009, 01:05:06 pm »
Here's a draft of some scarey alien robot.
Surprising as it may seem, but I call it a Mantis. Supposed role - not particularly a combat machine, but rather a sort of field research drone to conduct autopsies and medical/biochemical experiments right on the field, unlike Bloodspider which is only for biomaterial retrieval. Hence the lack of ranged weaponry and not-so-combat-viable layout. Though with alien technology being wastly superior that ours, it could still be a fearsome opponent.


[attachment deleted by admin]

26
Artwork / Re: UFO Battleship
« on: January 19, 2009, 11:06:34 am »
How are you going to design a map for the carrier UFO ... its apparently a very large ship.. and therefor unmappable by your standards
As far as I understand, carrier UFO is somewhat specific type of UFO, second only to mothership. And I think its size thing would be handled somehow, e.g. splitting it into several maps or limiting the mission to FTL engine room only.

27
Artwork / Re: Artist required for UFOPaedia images
« on: January 08, 2009, 07:39:49 pm »
I personally find it pretty good :-)

28
Design / Re: Possible Mission Briefing blurbs
« on: January 07, 2009, 10:51:28 am »
Good, the only issue is that mentioning of the interception crafts in briefings might be incorrect if an UFO is downed by a SAM site.

29
Artwork / Re: Artist required for UFOPaedia images
« on: January 06, 2009, 09:14:06 pm »
I think that signs don't represent alien alphabet (though they could have one, e.g. for equipment interfaces), but rather  some concepts. But the general idea of the image is clear which I like.
I only suggest that since Alien Communication was not only about sign language, but about alien psychology, interaction and such, I suggest adding inkblot or IQ-test images, some symbolical depiction of basic chemical formulae or math operations, or something like Voyager plate picture.

30
Artwork / Re: UGV autocannon module
« on: January 03, 2009, 09:03:44 pm »
Just out of curiosity, it does look well detailed, I hope it doesn't have too high a poly-count, although I admit I could be wrong and I'm not highly experienced in 3D models.
Honestly, I haven't care much about optimization - there are some parts where polycount could be safely reduced. However, I've seen Phoenix UGV model and its turret had comparable face count (though it had triangles only).

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