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Re: Spiker

Posted: Sat Feb 01, 2014 10:15 pm UTC
by kharnov

Send it to me, Viech, and gavlig. You can just CC one email to all three of us. Our email addresses, respectively, are kharnov gmail.com, viech unvanquished.net, and gavlig gmail.com. We will export the model and look at it in-game to tell you what to do with it, in case it needs further corrections.

For formats, send the model in .OBJ and the texture maps in .TGA or .PNG.

Post edited by Viech: Obfuscated email addresses.


Re: Spiker

Posted: Sat Feb 01, 2014 10:42 pm UTC
by kharnov

Thanks, I received it. We'll tell you soon how it went. By the way, I'm simply amazed at how quickly you've done this. Great job on the speed! :thumbup:


Re: Spiker

Posted: Sat Feb 01, 2014 11:35 pm UTC
by lhdc

awesome! will be waiting the feedback then, in the meantime can pick other concept to star modeling?


Re: Spiker

Posted: Sat Feb 01, 2014 11:43 pm UTC
by kharnov

Sure! Pick one and I'll assign it to you.


Re: Spiker

Posted: Sat Feb 01, 2014 11:51 pm UTC
by kharnov

A few suggestions:

Battlesuit
Barricade
Hive


Re: Spiker

Posted: Sun Feb 02, 2014 1:55 am UTC
by Viech

Sorry, I've been packed with work recently so I didn't respond earlier.

While looking at an ingame version will certainly not hurt, I'm pretty sure I can already tell the color needs some adjustments. In short, your colors have a noticable Blizzard-esque/cartoonish look. We're going for something more organic, with less saturation and more slimy reflections. :smile:

Let me show you a few examples of our current aliens.

The acid tube was among our first complete alien structures and thus was setting a standard for their appearance. This doesn't mean we want other structures to copy its exact colors but the general notion of organic material is still a good reference:

Image

Here are the texture maps for the acid tube.

You could also have a look at some of the mobile alien forms, for example the Tyrant:

Image

Or the Dretch:

Image

You'll notice that our main colors are tones of brown, red and teal. New colors are certainly welcome but the result should still roughly fit into the alien family.

For the Spiker, maybe given the flesh a very dark tone (like the Tyrant skin) but make the "shell" a slimy, skin-like surface similiar to that of a ray?


Re: Spiker

Posted: Sun Feb 02, 2014 3:21 am UTC
by lhdc
wip_spiker_color_4.jpeg
wip_spiker_color_4.jpeg (183.94 KiB) Viewed 9547 times

i was just playing with the saturation of the colors, got a better result, but still missing something i guess. i was looking on the other models and i think i need to increase the color diference mostly on the body part, the color is too flat a think, will put some more red and greens.
@Viech
i didint understand what did you mean by the shell have a like slimy look, i was thinking that shell was going to be more opaque, with less glossines.


Re: Spiker

Posted: Sun Feb 02, 2014 3:54 am UTC
by Viech
lhdc wrote:

i didint understand what did you mean by the shell have a like slimy look, i was thinking that shell was going to be more opaque, with less glossines.

Well, the specific style is up to you, my only wish is that the hull/mantle/coating ("shell" says quite the opposite of what I want to express) is visibly soft and flexible and doesn't look too much like armor. There are two reasons for this: The first is the inflation and contraction animation I was talking about, the second is that the structure will behave sensible (shoots its Spikes when it gets hit) and won't have much health (atleast not more than the other alien structures, none of which has visible armor plating).

They grey is certainly less "aggressive" as the blue but it still looks rather cartoony due to the lack of specular reflections and the high diffuse contrast. The diffuse map should be rather dull, with the shadows coming mostly from the normal map. Try to crank specular and normal up and only use the diffuse for the color variation you were talking about (and not so much for defining the material). The same goes for the coating: Move all the surface/material variance into specular and normal map and only define its general tone with the diffuse. That will also allow you to quickly try different color tone variations.


Re: Spiker

Posted: Sun Feb 02, 2014 4:12 am UTC
by lhdc

Ty Viech, now i undertand what did you mean but the details of the shell, that is not a shell lol
the render have a problem that i didint put the specular and the normal on him =X
its a render with the color and AO baked into it, will make a render with the proper materials to make sure the color is correct.


Re: Spiker

Posted: Mon Feb 03, 2014 9:18 am UTC
by lhdc

can anyone post the specular map of the acid tube so i can use as reference?