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cgcgames4
Team:
Main: -Death-
Level: 1951 Class:
Berserker
Joined: Sat Jul 24, 2010 4:11 am
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Re: Death Strikers
looks nice but how are you going to animate that?
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Fri Mar 11, 2011 11:49 pm |
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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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Re: Death Strikers
Don't HAVE to animate all ships. Some ships look good without any movement.
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Fri Mar 11, 2011 11:56 pm |
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JeffL
Site Admin / Dev Team
Team:
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
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Re: Death Strikers
Battlecruiser23 wrote: Don't HAVE to animate all ships. blasphemy
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Fri Mar 11, 2011 11:59 pm |
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cgcgames4
Team:
Main: -Death-
Level: 1951 Class:
Berserker
Joined: Sat Jul 24, 2010 4:11 am
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Re: Death Strikers
JeffL wrote: Battlecruiser23 wrote: Don't HAVE to animate all ships. blasphemy lol
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Sat Mar 12, 2011 12:06 am |
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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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Re: Death Strikers
JeffL wrote: Battlecruiser23 wrote: Don't HAVE to animate all ships. blasphemy TBH, battle animation makes all the ships look dumb. Normal animations like a glow is good. Making the DS that Feather has move imo is like: "$60 billion dollars down a rat hole"
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Sat Mar 12, 2011 12:11 am |
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LethalLoki
Member
Team:
Main: Getsuga Tenshou
Level: 1799 Class:
Berserker
Joined: Tue May 19, 2009 7:25 pm
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Re: Death Strikers
Battlecruiser23 wrote: JeffL wrote: Battlecruiser23 wrote: Don't HAVE to animate all ships. blasphemy TBH, battle animation makes all the ships look dumb. Normal animations like a glow is good. This is true, some ships will look super awesome with battle animations like any of the delquad variants. but others like Equanimizer and other simply designed ships would look much better with glows or effects.
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Sat Mar 12, 2011 12:24 am |
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DarthFirebert
Team:
Main: Copernicus
Level: 884 Class:
Gunner
Joined: Thu Jan 01, 2009 5:06 pm Location: Here, floating in my tin can, far above the world...
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Re: Death Strikers
LethalLoki wrote: Battlecruiser23 wrote: This is true, some ships will look super awesome with battle animations like any of the delquad variants. but others like Equanimizer and other simply designed ships would look much better with glows or effects. I fully agree. For example, the Cadet and its relative ships the Enforcer and Constables do not really lend themselves to articulated models. Instead the "battle" animation for these ships (which I'm trying to figure out how to do with the Cadet) would be for them to have rows of red and blue lights flash. When combat is over, the lights go off and the ship goes back to cruising the highways. In space. Now all we need are unmarked Enforcers patrolling the universe... "Honey, is that ship in the lane next to us an EF cop?" "Um, I don't know. It kinda looks cop-y, but it could just be an elderly person who likes sedans..." / first person looks over at the enforcer." "Oh, okay it is an elderly person. I can see him in his driver's side mirror." /pulls the ship on ahead and past the enforcer, which suddenly lights up with red and blue strobes hidden in its headlights and windshield. "Oh S**T! It's and elderly cop!"
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Sat Mar 12, 2011 1:12 am |
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cgcgames4
Team:
Main: -Death-
Level: 1951 Class:
Berserker
Joined: Sat Jul 24, 2010 4:11 am
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Re: Death Strikers
the DS though really lends it self to the combat animation. I far prefer a DS with opening wings then a static ds model.
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Sat Mar 12, 2011 2:55 am |
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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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Re: Death Strikers
cgcgames4 wrote: opening wings then a static ds model. Thats called a Wyrm.
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Sat Mar 12, 2011 3:05 am |
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Feathers
Dev Team
Team:
Main: Quetzalcoatl
Level: 0 Class:
None
Joined: Sat Aug 29, 2009 11:10 am
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Re: Death Strikers
An easy scaling of the spikes could be the combat animation. So say the spikes are 1/2 or 3/4 the length they are, and then they extend. Ill do the textures some time next week, I am without my large monitor and tablet this weekend.
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Sat Mar 12, 2011 7:22 am |
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basebot
Team:
Main: Diabolus
Level: 1941 Class:
Berserker
Joined: Wed Feb 13, 2008 9:25 am Location: Netherlands, Europe, Earth, Sol, Milky way, Universe, Admins computer
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Re: Death Strikers
Feathers wrote: An easy scaling of the spikes could be the combat animation. So say the spikes are 1/2 or 3/4 the length they are, and then they extend. Ill do the textures some time next week, I am without my large monitor and tablet this weekend. This
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Sat Mar 12, 2011 11:37 am |
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LethalLoki
Member
Team:
Main: Getsuga Tenshou
Level: 1799 Class:
Berserker
Joined: Tue May 19, 2009 7:25 pm
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Re: Death Strikers
Or you could make it sprout three times as many spikes like something akin to spawn. 1:16 in the video =P
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Sat Mar 12, 2011 12:02 pm |
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Demiser of D
Team:
Main: Demiser of D
Level: 20 Class:
None
Joined: Tue Jun 07, 2005 6:46 pm Location: Listening to Fire On High, best song ever.
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Re: Death Strikers
I personally always thought the DS should look like a fighter version of the Narada.
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Sat Mar 12, 2011 12:26 pm |
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shawn_mccall
Team:
Main: shawn - mccall
Level: 2411 Class:
Fleet Commander
Joined: Sun Jan 06, 2008 12:53 am
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Re: Death Strikers
To be entirely honest, Feathers has made what is by far the best DS model. The first one made me want to insert needles into my pupils, and while Death's was a good model it looks nothing like a DS(it actually does look a lot like Carnage and Venom outside of a host though). Then there is Feathers' model which looks exactly like what I expected to see with the C2 DS.
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Sat Mar 12, 2011 12:37 pm |
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anilv
Member
Team:
Main: enkelin
Level: 3002 Class:
Speed Demon
Joined: Wed Aug 01, 2007 12:28 pm
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Re: Death Strikers
shawn_mccall wrote: To be entirely honest, Feathers has made what is by far the best DS model. The first one made me want to insert needles into my pupils, and while Death's was a good model it looks nothing like a DS(it actually does look a lot like Carnage and Venom outside of a host though). Then there is Feathers' model which looks exactly like what I expected to see with the C2 DS.
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Sat Mar 12, 2011 2:47 pm |
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