Lead Concept artist for the Angels Fall First Universe. I have been known to dabble in 3d tho.
When I was tasked with this design project I was mainly trying to establish several distinct feeling styles. Each of those 5 designs just serve as a nucleus for the entire fleet.
Just curious if you are saying that these designs in general need to stand out, or just the last 3 styles.
Thanks in advance for clarification.
If that were the case I suggest replacing the current textures with some nice default shading. take a look on how people present untextured models on the polycount forums.
that thread link is a good example of displaying untextured models for critique.
standalone game. built using the UDK
this is going to be a standalone release, no need to purchase unreal tournament 3.
i couldn't hear any thing. D:
shame about the seam splits unless you have some way to hide those, normal maps will be where you'll get your detail from.
hopefully the techheads at Epic fix that up in the future.
Montages make everything better/faster. :D
Do you plan on removing the terrain from the screen if it is occluded by a shadow?
Dat specular bloom. *sunglasses... on* :]
no, we hate art. bleh get it away from us! it burnssss.
but for serious..this is some nice work. does 'spoony' have a website of more work?
Those are some nice animations, the steady walk with the gun at the ready was probably my favorite tho. Did you you use mocap data, or CAT animation for these?
doh,default animations..didnotread. Anyway, nice music. :D
so very cool. this is a very tight little game you've put together, very fun too. :]
I'll have to mimic the others in saying that the cutscene looks gorgeous. Very nicely lit.
nice, not something i've seen in a video game yet. kudos for being original.
I think their clothes could use some more color. I know the thought behind them is something along the lines of 'sneaky buggers' but in some lighting, they'll just look like a mass of black, not very distinctive.
more color, maybe mimicing their facial tattoos, more types of materials with different specular values.
it looks like the normals are still a bit 'soft' on the edge of the fighter, the light bleeds over more than it should. other than that...amazing work!
I was about to mention how similar this movement is to quake strafe jumping (hella fun times had there) ..and then the damn quake 1 insignia pops up. So i assume it was all deliberate. :D
*refering to the video 'game test1' *
moon walking is a feature, not a bug...right? :]
Tracking this, because that main character looks awesome.
hahahaha, this is pimp!
Reminds me of that old board game, Candyland. Awesome work so far on the landscape. :D
It would be better to display the in-game images at their intended resolution, or maybe double-resolution with nearest neighbor interpolation for the resizing algorithm. The over-scaled nature of these pics currently isn't very flattering.
i've been looking foward to this for some time now.
I have to say that the tank doesnt follow any texture cues from the rest of the Kadesh race. Its much too simple, and the orange it uses as a primary form isnt present anywhere else on kadeshi ships.
maybe something more like the above?
I think you really should push the over the top powers of awesomeman with equally awesome weapons. Regular k-bar knifes are too plain and boring.
Maybe a machete, with live tigers as a wrist guard, stuff like that.
this reminds me of an old mod involving a papercutout for some older unreal engine build. you had to avoid getting damp or your ink smeared, stuff like that.
in any case, interesting art style you have going here, i'll be tracking this.
Hurrah for Jensen actually having some back-story! That dude with the arm-cannon is a douchebag tho, i look forward to using a GEP gun (or the DE:HR equivalent) on his face.
Wanderer, you must take the soul stone to the hellforge..oh and watch out for sharks as well.
that power armor design is nice. bulky without going to absurdity, while still looking like it has a fairly high freedom of movement.
Everything looks great! my only criticism i could add is that those weapons look awfully easy to drop, no straps or anything.
haha, this reminds me of 'Army of Two' and it's brofist animation.
How much of a pain was it to set up working replication?
Really nice track you put together. I can see the player running thru the abstract levels to that for sure.