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Messages - Migel

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1
Artwork / Re: Redo of Soldier Body model
« on: October 14, 2009, 09:52:38 am »
Well, that's it. (Rapidshare once again) http://rapidshare.com/files/292793449/New.zip.html
Separate zip, more muscles and PSD. Only problem is that making new camo will take more than just change of background layer... Folds and muscles drawn right on camo (meaning it will take more time than ctrl-c/ctrl-v).

2
Artwork / Re: Redo of Soldier Body model
« on: October 11, 2009, 04:59:04 pm »
Quote
would it be possible to put a zip on the front of the trousers?
Here. Now it looks like one-piece suit.

3
Artwork / Re: Redo of Soldier Body model
« on: October 11, 2009, 02:43:51 pm »
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would it be possible to put a zip on the front of the trousers?
Will do. I just forget about it ::)

4
Artwork / Re: Redo of Soldier Body model
« on: October 10, 2009, 08:55:43 pm »
Thanks!
Quote
Do you have the source files in layers
Of course, I just fix these folds on clothes and upload it all...

5
Artwork / Re: Concept art
« on: October 10, 2009, 07:46:15 pm »
Here was lot of talks about Sevaar, and I have few ideas myself how to make it better. IMHO this lizard doesn't look like an alien (that's just a stereotype of course, who knows how they are looking for real  :D), so I find a xenomorph texture and set it to Sevaar model... I can try to draw something that way if you like it.

6
Artwork / Re: Redo of Soldier Body model
« on: October 10, 2009, 07:24:03 pm »
Well, here it is. (sorry for rapidshare, but skin is too big) http://rapidshare.com/files/291210374/Texture.zip.html
I was trying to make a folds on clothes, but not quite happy with result... To tell the truth I'm in the bad mood now, and can't see if I making skin better or only worse... So, Destructavator, you can check the skin itself instead of screenshots, maybe find anything else to fix. I leave the PHALANX sign on the back for this one, but I'll remove it in the low-res version as Winter wants... I think big-res is good for making video and low-res will be directly for game.

7
Sounds and Music / Re: Music
« on: October 08, 2009, 04:23:14 pm »
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original XCOM series is all commercial and copyrighted
I know; just dreaming...
BTW MicroProse is dead, who is owner now?

8
Artwork / Re: Redo of Soldier Body model
« on: October 08, 2009, 04:20:02 pm »
Thanks everyone. And Destructavator personally for the sign. It's almost done...

9
Sounds and Music / Re: Music
« on: October 08, 2009, 02:56:26 pm »
That's kind of offtop, but I always want to say - for me XCom3 OST is an IDEAL. It is perfectly strengthen the game atmosphere...
I wonder if there is any chance of adding some track to the game ?

10
Artwork / Re: Redo of Soldier Body model
« on: October 07, 2009, 07:05:10 pm »
Just few more screenshots... Feel free to tell me if something need to be changed.
BTW does someone have a PHALANX sign in hi res (more than 100x100)? I want add it to the back and didn't find it in the repo...

11
Artwork / Re: Skeletal Animation Practice
« on: October 06, 2009, 07:46:30 pm »
I'm defiantly not an animator, but I play a bit with animation and read few things about it... so just want to share some knowledge. MD2 animation need some skills because it don't have smooth transition between frames (actually it is q2 engine, that don't support smooth transition, but I hear from Kildor that UFO AI engine can read MD3 so maybe this problem solved already  ???). Meaning
1 - First and last frame of any move must be the same as the base stance. For example walking anim must begin from standing frame and return to it in the end.
2 - You must make many many frames. Calculation is simple - (frames of anim)/(time of anim in game)=fps. fps must be more than 25, or model will be twitching.
3 - That's the theory =) Someone fix me if I'm wrong...

12
Artwork / Re: Redo of Soldier Body model
« on: October 06, 2009, 05:41:48 pm »
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Here's the modified un-armored one, changed like how you wanted
Thanks Destructavator, that's much better!
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If I had found this feature earlier it would have made it a hell of a lot easier for you
That's for the future. I'm sure it will be come in handy, but now I can make it like this.

13
Artwork / Re: Skeletal Animation Practice
« on: October 05, 2009, 07:10:56 pm »
That will be a hard way... Did you make an animation sometime before, Destructavator?

14
Artwork / Re: Redo of Soldier Body model
« on: October 05, 2009, 07:05:06 pm »
Um, Destructavator, can you please change UV a little. It's about back pouches - there is only a few pixels for them now, so move them separately from the belt to the center of skin and make them bigger. I'm not updating new md2, or it will spoil your animation work (you know - set it to the bones again). Once you do it, please upload new md2 - I don't need source, it's only to test the skin. And I will be sweet if you leave all other parts in their places - skin is half-ready.

15
Artwork / Re: Redo of Soldier Body model
« on: October 04, 2009, 12:12:49 pm »
Thanks! I just afraid that skin will be less detailed after compression, so I made all parts bit bigger than they should be. Now it's 2048, and probably will be 1024.

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