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Messages - Migel

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61
Artwork / Re: A (Finally!) proper low-poly head without the headache
« on: September 04, 2009, 06:48:34 am »
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What software tool did you use and how did you do it?
I'm useing Milkshape, and I can recompile this models. It will be much easier then fixin export script.

62
Artwork / Re: Armour types and their models - PHALANX
« on: September 03, 2009, 05:59:48 pm »
And speaking about speaking transparent - I try to make helm glass look more transparent by texture. Chek the screenshot - is it better or worse?

63
Artwork / Re: Armour types and their models - PHALANX
« on: September 03, 2009, 05:22:35 pm »
By the way, I want to ask - is UFO:AI support transparent textures? I can make .tga texture, so "glass" in that helmet will be half-transparent!

64
Artwork / Re: Armour types and their models - PHALANX
« on: September 03, 2009, 04:50:08 pm »
I just made full set of male heads! And female skin is half done. I will upload it all at once when it will be done.

65
Artwork / Re: A (Finally!) proper low-poly head without the headache
« on: September 02, 2009, 06:51:55 pm »
I edit it a bit and put it up - here is a result =) It is too little. Since the head attached to head_tag on the model (which is neck) as Mattin sad, you shoud put the head upper the center. And with old tag (I guess head scale is somewhere in the body tag) you need make model bigger.

66
Artwork / Re: A (Finally!) proper low-poly head without the headache
« on: September 02, 2009, 06:27:23 pm »
Well, as I understand it, no need of ".TGA" in aliase, but it need dot before name to show path - so it is ".Head1_Red". Mattin tell you beter then I. And I'm more than assured - the head is in the torso =) Wrong space offset. And if you ask me (no offence) - texture mapped horrible - why it made of peaces? It leave black line between them - look at the screenshot! =

67
Artwork / Re: A (Finally!) proper low-poly head without the headache
« on: September 02, 2009, 05:39:50 pm »
Hi Destructavator. Well ... this is it =) 1st thing I can say - aliase was wrong. The one in the corner is visible only because I change it. In original md2 it was red (I mean FULL RED - no texture). Now it is visible, but still no head on the model. But I must tell you - it was tested on 2.2.1.

68
Artwork / Re: Concept art
« on: September 02, 2009, 07:56:56 am »
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but looks like a hand full of meat to me
I see it diferente - as a natural organic armour shell, and they are capable of surviving like that. Something like ...snail, slug in the shell. Maybe if I draw a simple skin (no details, just main theme) we all (including Winter  ;)) will reconsider our opinion.

69
Artwork / Re: Concept art
« on: September 01, 2009, 08:01:29 pm »
Spooky One! It is great, but I think you should remove the "tail" and set legs closer - it will look more human-like. I know you don't want that, but now it look a TOO strange. I can help with texture and try to add standart animation.

70
Artwork / Re: Armour types and their models - PHALANX
« on: September 01, 2009, 05:58:53 pm »
And the helm source - model .ms3d and texture PSD. It is type 1A, but 1st thing I'll do from now is make all line of heads (1B,2A,2B etc.)

71
Artwork / Re: Armour types and their models - PHALANX
« on: September 01, 2009, 05:55:57 pm »
It is done. No screenshots now - there was enough of them before and only change is boots. Now only PSD. But it have no background layer (which was original skin stretched from 256 to 512), because file was bigger than forum limit.

72
Artwork / Milkshape Animation
« on: August 31, 2009, 09:27:43 am »
Hi all! As a not-very-skilled modeller I think 3D MAX is too hard, so I'm useing Milkshape instead. And for that purpose I just convert standart animation to ".ms3d". I's pure skeleton, no single poly. Not tested yet.
I think Milkshape modellers find it useful.

73
Artwork / Re: Concept art
« on: August 31, 2009, 08:37:29 am »
I think you need some battle droids. Robots can be 4th alien race among with bloodspiders.

74
Artwork / Re: Armour types and their models - PHALANX
« on: August 30, 2009, 07:32:18 pm »
Well, here is last screenshots...
It's almost done (only feet left), but in our case I don't see any sense of going any further...
Just let me know if you find place for it.

75
Artwork / Re: Armour types and their models - PHALANX
« on: August 30, 2009, 05:39:23 pm »
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What's the point of retexturing an armour model we're going to be removing from the game as soon as we can?
Do you have a new model? That "soon as we can" can be long enough to see 2.3 release. And this one can be add to next build!

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