Alien Building

Release and discuss things you've made, including mods.
Grefuntor
Posts: 6
Joined: Mon Jan 14, 2013 8:17 am UTC
Location: New Zealand
Contact:

Alien Building

Postby Grefuntor » Wed Jan 16, 2013 7:32 am UTC

It started off as my take on a hive but ended up quite a bit more barnacley,
lowpoly.jpg
lowpoly.jpg

Blender model with packed textures

Doesn't really fit in as is but might have some use later on.
Attachments
lowpoly+normalmap.jpg
User avatar
Khaoz
Graphic Designer
Posts: 236
Joined: Tue Mar 13, 2012 6:41 am UTC
Location: On the roof

Re: Alien Building

Postby Khaoz » Wed Jan 16, 2013 10:54 am UTC

uhh what is it
User avatar
Qrntz
Dragoon
Posts: 235
Joined: Wed Mar 07, 2012 7:11 pm UTC
Location: Chornobyl
Contact:

Re: Alien Building

Postby Qrntz » Wed Jan 16, 2013 2:49 pm UTC

H O V E L
Image
User avatar
JOURNEYMAN
Dragoon
Posts: 335
Joined: Thu Mar 08, 2012 9:42 pm UTC

Re: Alien Building

Postby JOURNEYMAN » Wed Jan 16, 2013 6:43 pm UTC

Stretch it a little bit and I think it could serve as a hovel rather well.
Grab reality by the balls and squeeeeze!

Image
User avatar
Theyain
Mantis
Posts: 114
Joined: Sat Nov 17, 2012 7:06 am UTC

Re: Alien Building

Postby Theyain » Wed Jan 16, 2013 6:51 pm UTC

Those teeth make it seem rather anti hovel-ish, guys.
User avatar
Viech
Project Head
Posts: 2137
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: Alien Building

Postby Viech » Wed Jan 16, 2013 7:20 pm UTC

I think this could be an excellent starting point for a new alien building!

Maybe some form of motion sensor that warns the team about enemy activity. It could use voicesays such as "Enemies incoming" and "Watch out, grenade" and issue reports on destroyed structures in its field of view. The mouth could additionally be used for some form of weak but long ranged spit attack (poison). With our new resource system which will put the focus on ditributed bases this will come in handy. The humans should get a corresponding building.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
User avatar
Khaoz
Graphic Designer
Posts: 236
Joined: Tue Mar 13, 2012 6:41 am UTC
Location: On the roof

Re: Alien Building

Postby Khaoz » Wed Jan 16, 2013 10:37 pm UTC

Wait... we put that thing back in?

It's the most useless structure and only ever really serves as a free barricade.
User avatar
kharnov
Granger
Posts: 1851
Joined: Tue Mar 06, 2012 10:54 pm UTC
Clan: GT
Location: New York City

Re: Alien Building

Postby kharnov » Wed Jan 16, 2013 11:10 pm UTC

Khaoz wrote:Wait... we put that thing back in?

It's the most useless structure and only ever really serves as a free barricade.


No, we're not bringing the hovel back. Granger is still homeless, unfortunately.
User avatar
Theyain
Mantis
Posts: 114
Joined: Sat Nov 17, 2012 7:06 am UTC

Re: Alien Building

Postby Theyain » Thu Jan 17, 2013 1:38 am UTC

Granger needs no home, for the universe is Granger's home.
User avatar
Khaoz
Graphic Designer
Posts: 236
Joined: Tue Mar 13, 2012 6:41 am UTC
Location: On the roof

Re: Alien Building

Postby Khaoz » Thu Jan 17, 2013 4:09 am UTC

kharnov wrote:Granger is still homeless, unfortunately.


Ok, then adv granger should get a shell.

Image

Return to “Community Development”

Who is online

Users browsing this forum: No registered users and 1 guest