Search found 11 matches

by sinusoid
Mon Nov 11, 2013 3:58 pm UTC
Forum: Models
Topic: Drill (1)
Replies: 9
Views: 749

Re: Drill

Viech: just as in the last screenshot. None of the sculpt will be left in the final model, I'm using the sculpt as a spatial reference point only. The final effect won't be much different than the one Chris did for the reactor (though I hope I can match in quality!) (you can sculpt hardsurface, but ...
by sinusoid
Mon Nov 11, 2013 2:32 pm UTC
Forum: Animations
Topic: Egg (1)
Replies: 16
Views: 10107

Re: Egg

As I wrote in the Drill thread, things were slow for me for the past two-three weeks due to family related issues. I couldn't get nice big chunks of time to work on stuff properly, so I spent most of the remaining available free time on drafting the usual exercises, learning, preparing for hardsurf ...
by sinusoid
Mon Nov 11, 2013 2:07 pm UTC
Forum: Models
Topic: Drill (1)
Replies: 9
Views: 749

Re: Drill

Viech: yes, sorry for the delay. There was quite a bit of family-related turmoil here, and things were slow for the past two weeks or so. Getting back on track now, though on mobile internet. So, this is a block-in, mostly faithful to the concept (using a single core instead of the three hinted on i...
by sinusoid
Thu Oct 24, 2013 8:09 pm UTC
Forum: Animations
Topic: Egg (1)
Replies: 16
Views: 10107

Re: Egg

I've worked on the hatching animation more, here's a list of stuff that's been done: -simplified the animation: more up to the point, symmetric, inspired by current in-game egg animation. Stays within bounding box. -changed egg core rig to allow for mesh compression: used it to hide the egg after sp...
by sinusoid
Mon Oct 21, 2013 8:25 pm UTC
Forum: Animations
Topic: Egg (1)
Replies: 16
Views: 10107

Re: Egg

Viech: Yep, not questioning it :smile: I'll be staying within guidelines. Had a busy few days, will redo animations asap.

by sinusoid
Sun Oct 20, 2013 11:17 pm UTC
Forum: Animations
Topic: Egg (1)
Replies: 16
Views: 10107

Re: Egg

Gavlig, thanks! I've been referring to those already :tongue: I decided to do very exaggerated movements, because in most coditions you get restricted visibility of the egg. Fast pace, guns firing (switching light conditions), projectile impact effects, extreme FOV/rapid movement on aliens, dark map...
by sinusoid
Sun Oct 20, 2013 7:36 pm UTC
Forum: Models
Topic: Drill (1)
Replies: 9
Views: 749

Re: Drill

OK, I'm taking care of the model+texture+animation.

by sinusoid
Sun Oct 20, 2013 7:34 pm UTC
Forum: Animations
Topic: Egg (1)
Replies: 16
Views: 10107

Re: Egg

Ok, to sum up:
-reduce side movement not to leave bounding box
-find a way to deform or disappear egg core after spawn (I'll just re-bone vert groups so that I can collapse it)
-fix idle for more variation

by sinusoid
Fri Oct 18, 2013 10:00 pm UTC
Forum: Animations
Topic: Egg (1)
Replies: 16
Views: 10107

Egg (1)

Idle hatching and the .blend file Blend file contains several animations for the hatching, and a draft of the pain animation. If I'll get a dretch model, I can mark up how the spawn will look like (requested by Ishq). Please give me any suggestions. I'll try to work on some gibs in a while (still w...
by sinusoid
Thu Oct 17, 2013 11:18 am UTC
Forum: Community
Topic: Debriefing
Replies: 11
Views: 11362

Re: Debriefing

I'll post some of my experiences from (early) Gloom games, and what I liked about this game in particular, maybe they will be of some use. Strategy. I liked the short clashes in the beginning, when attack strategy mattered the most. Humans were fast, as an alien you had to approach them on a collisi...