Nice. Let's see how it looks with the limb armor being that color too.
Basilisk (2)
Re: Basilisk
Yes, the added contrast does the lisk good. I agree with kharnov that the darker complexion should be used in more places (after all, the old lisk has been refered to as Tremulous' ninja class).
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Re: Basilisk
Pink is a color naturally associated with the tender bits in animal anatomy. I think it would be a mistake to carry that over to anything but the tender bits of the alien anatomy (max 10-20% of the texture area). Joints, the underbelly, and muscles are fair game but I would prefer a darker/ harder color on the parts that are supposed to be part of the exoskeleton. The tail-spike, legs, and armor plating along back/spine should all be hardened.
There are shiny parts on the back that look like they are covered in a mucus membrane or something. Mucus should stay on the inside of animals.
The pincers around the mouth should have a different color to the front legs, from the front it looks like the legs are coming out of the mouth. It's a bit comical.
Re: Basilisk (2)
Lowpoly model with textures:
https://www.dropbox.com/sh/l9geyujc5bea0ay/T2qyLWYPyU
Could you check it ingame please? Thanks for your help.
Re: Basilisk (2)
An update of textures:
Re: Basilisk (2)
Hey, Cupside!
We might have a little probrem, can you tell me if it's something you can fix without messing with geometry?
Re: Basilisk (2)
basi's mouth has also suffered from this texture madness. I suspect that something went wrong during baking http://minus.com/i/iqhcWVrfGXXN
Re: Basilisk (2)
503 error.
Could you upload some images here? Thank you
Re: Basilisk (2)
these seem to work at the moment:
http://i5.minus.com/ixEWwg3xfXwo5.png
http://i1.minus.com/iGd9pKFF5zAdJ.png
http://i4.minus.com/iiqhcWVrfGXXN.png
Re: Basilisk (2)
Pffff. I have seen it and I want to kill myselft. It happens in every map (diff, normal and spec map). I'm going to try to mirror one side to other inside photoshop to solve it, but I dunno if this will fix it in every part of model.
If I were you I will stop to spend time in this model until I have fixed it, because as I said I'm not sure it I will be able to solve it without reworking of geometry and UV's.