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1
Artwork / Re: Armor model updates
« on: October 17, 2011, 10:53:59 pm »
Good stuff.

I had the same problem when using any kind of transparency in the head texture.

I couldnt find a way to fix it any other way than not using alpha channel in the diffuse texture.
There was some difference when the model was exported to md2 with z-sorting enabled/disabled but it looked messed up either way.

2
Artwork / Re: Armor model updates
« on: September 26, 2011, 11:17:12 am »
updating normals maps with height information.

3
Artwork / Re: Armor model updates
« on: September 26, 2011, 08:53:30 am »
I see, you are using the game without shader support, so your models are tested without normal or roughness maps, right? Maybe you should consider making those maps, and enabling all the renderer features to test them?

The models do have normal maps, although I have only finalised roughness maps for the nano composite armor.
The model renderer is just extremely dark in glsl mode, making it hard to actually make out the models as they are supposed to look.

There are also various problems with rendering the normal maps, as they will mess up whenever a texture seam occurs (and in random places)
I have tried different solutions, (mirroring uw's, not mirroring uw's, flipping green channel, flipping blue channel, flipping blue and green channels, even flipping red channel. Also tried different options when exporting the md2's.) same problem everytime.

the models render fine out of game, so I can only assume that the engine handles the normal maps in some unusual way.

Attached screenshot wich also show off the dark models during daytime, (same problem with the standard models)
and highlights the problems with the normal maps.

Not all of the models have roughness maps in the shots, I think all heads are missing them, aswell as the basic female armor.

edit: just occured to me that the problems in the normal maps are probably related to the .mdx files (generated by ufomodel) since I dont know how to compile these they were not present at the time of this shot.




4
Artwork / Re: Armor model updates
« on: September 25, 2011, 09:53:57 pm »
Models and animations are done, and have been sent off to Mattn.

No head variations yet though.

5
Artwork / Re: Armor model updates
« on: May 20, 2011, 05:43:18 pm »
Currently on hold, but would like to have them done for 2.4 official release.

6
Discussion / Re: UFO:AI needs you. Yes, you.
« on: November 15, 2010, 05:21:24 am »
@DerTee

I replied to your personal message, kick ass stuff you have there :D

It would definately be a huge help to have another person working on models and animation, so whatever amount you want to contribute is greatly welcomed.
Feel kinda bad that i only managed to reply this late :(

7
Artwork / Re: Armor model updates
« on: October 30, 2010, 01:17:09 am »
yes :)

8
Artwork / Re: GUI Design
« on: October 30, 2010, 12:44:05 am »
I think the main problem with that suggestion is the frames, the draw way too much attention, with the shiny crome and details that draw the eye.

Another thing im not a big fan of is the small dots on portraits and buttons. I guess they are meant to indicate if a character or ability is active, but I think there are better ways of achieving that. The dots are just too small and abstract. (I realise that illustrating how a UI works with just a static image is a challenge so i might be wrong here.)

On the positive side of things, the layout is greatly simplified, and instead of having elements spread all over the screen, its nicely organised in a bottom bar, wich I personally think is the way to go,

Please dont take offence at criticism, as none is intended. I dont think anyone has a complete image of what we need/want/is doable right now.



I dont know if any of you have ever played the Silent Storm series, so im gonna post a pic. I think there is some inspiration to draw from there




The tab system for soldier selection is slick, and makes it easy to track the status of soldiers at a glance.

All actions are gathered on the right side of the screen, and should be familiar to anyone who has ever played an rts.

Simple level select with a vertical layout that makes sense, and doesnt take up alot of space.

Color coded buttons that indicate what type of action the button represents at a glance. (in this case red=offensive blue=movement black=modechange & misc)

Buff/debuff window to the right of portrait, enables user to quickly see any effects applied to the currently selected character (such as stat changes due to injury, or status changes such as stunned or panicking)

Clickable spotted enemy indicator, allows user to quckly center on a spotted enemy.

Fairly anonymous frame, with little to no "bling".

Not saying that its perfect (or doable :P), but i think that we should look into most of those things.

I like the background for the soldier selection panel, but is it possible to have an image as the background (or a transparent background) for a rendered model node?

Yes, I tried this with just replacing the existing frames.





9
Artwork / Re: Armor model updates
« on: October 28, 2010, 07:28:36 pm »

[done] /male/
Padded Jumpsuit

[done] /malelight/
Dark grey/black Combat armor

[done] /malemedium/
Blueish closed suit

[done] /malepower/
Bulkier Green/brown closed suit

+ Female variants.
Was mostly right.

Will start doing heads when i get my new graphics card.

10
Artwork / Re: Armor model updates
« on: October 28, 2010, 07:54:22 am »
This might be nit-picking but one of the guys look like a Halo ODST:

http://www.eatsleepgeek.com/wp-content/uploads/2009/06/halo-odst-halo-reach.jpg

Just my two cents.

Otherwise all the other models are top-notch.

I noticed this actually, though i did not intentionally try to copy the design.

On another note. My graphics card died the other day :(
Still one death animation to go. and female variations are done.

What should be next priority after this? More head variations? Aliens?

11
I think we should probably storyboard something like this before beginning production. That way time wont be wasted doing things that wont be seen anyways, and we will know more or less the exact assets we will need.

12
Artwork / Re: GUI Design
« on: October 18, 2010, 04:08:10 am »
I like this last one alot, I think we should do something in this direction.

Not much to comment, exept I would personally prefer it on the right side of the screen. and do we really need the globe control panel? I mean using the mouse to rotate and zoom works fine (better even). It made sense in the old x-com games since the mouse control was pretty limited.

13
Artwork / Re: GUI Design
« on: October 14, 2010, 03:57:57 am »
Since I havent seen any progress on this, I though I would try making some new GUI graphics myself.
I dont know anything about actually moving stuff around, or adding new features though, so only visual stuff so far.
Tell me what you think.

14
Artwork / Re: Armor model updates
« on: October 09, 2010, 05:05:43 pm »
Still missing 3 death animations, I re-purposed the one I have to be a stunned animation, so I only had to do one "get up" animation. also still need the panic animation, and a few tweaks to pistol/item animations.

Its harder that I thought it would be to make death animations, you would think that making a guy fall down would be simple :P
I might use the old ones if I can find a way to do it.


15
Artwork / Re: Armor model updates
« on: October 09, 2010, 04:14:24 pm »
Small update

Edited textures of most of the models.

Found a build that works with my graphics card so I can now actually see the changes I make to specular and normal maps ingame :P
Specular maps seem to get toned down alot if the models also has a normal map, wich is a bit strange.

Taking a break from animations to work on female models. No shots yet though.

screenshot of ingame models attached.


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