project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Origin

Pages: [1]
1
Artwork / Character animations
« on: September 06, 2010, 01:35:34 pm »
Hi all. I decided to start on some animations before continuing on with the female variations of the new models, but I have a few questions that i hope someone can answer.


I cant figure out how the game determines the point where the model stands on. Is this in relation to the models pivot?

and about model scale, I imported .bip and .fig and assumed that the scale would then be correct for use ingame. is this correct?

Is the tag_floor needed? It doesnt seem to be present by default after importing .bip and .fig though the other tags are there. Should i create one?


Actually I guess I should just try hitting export and see what happens ingame. :P

2
Artwork / Armor model updates
« on: August 17, 2010, 12:29:38 am »
Hey guys, been a while since I posted last, so sorry about that.
I thought i would make a new thread dedicated to future model updates from me, i hope you dont mind.

Heres a little preview of progress on the tier 1 powered armor. Theres obviously still work to be done on it, but I would like to hear what you guys think of it so far.
(this is the high polygon model that is going to be used for baking normal maps)



Uploaded with ImageShack.us

3
Artwork / New here. Want to help
« on: June 23, 2010, 05:48:38 am »
Hey guys.

Looks like a cool project you have going on, and i would love to see a new game in the
spirit of x-com.

Anyways I though i would help you out, and hopefully bring the games graphics up to par
with your new engine capabilities. If you will let me :)

I took the liberty to do some models and sketches.

Models:



Uploaded with ImageShack.us


The models were done fairly quick and dirty and are not 100% complete, as i thought i
would hear what you thought before i spent too much time on them.

The Armor on the left in the model renders is the default "unarmored" BDU.
Its basically a jumpsuit with some light padding and minimal armor coverage.

I chose to add a little bit of armor to the suit, as to me it would seem kind of silly
to send elite troops into the field against an unknown threat, without any kind of
protection.


The model on the right is the combat armor. Its basically supposed to be a Vest, pads
and helmet, made of Kevlar/ceramic equivalents relevant to the time of the game
(spider-silk was mentioned on the wiki though that sounded more like it would be used in
fabrics?). And a heavy undersuit.
Partially inspired by sketches posted by user "Josh".

Sketches:



Uploaded with ImageShack.us

The Nano composite armor, from the wiki sounded to me like a early attempt at replicating
the plating and exoskeleton used i alien armors, but falling a little short if its goal.

The suit consists of a tight under-suit, partially covered with nanosteel plating, and the whole
thing being supported by a light exoskeleton, enhancing the speed and firing stability
of the soldier.

I couldn't find any information on The Power armor, but i assumed it was based on the
same materials as the nano armor, but in a super-heavy version.

Complete closed-environment suit, with its massive weight supported by a heavy
exoskeleton.
Obviously very bulky.


Hope you like, but if not, feedback is always helpful :)




Pages: [1]