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.
I am really liking the stark lighting and material direction you are using in these images. Keep it up. :]
thanks for releasing these tools to the community gratis. .dds exporter certainly looks useful, like you said.
looks interesting. i'll be following this.
great job. I do wonder how you'll keep gameplay focused, but i imagine you'll have some interesting way to deal with that.
delayed so it can be further polished. I see no downside to this, there have been too many games that were rushed to completion lately. Maybe Squenix actually wants to deliver a good game to the fans?
if you haven't already, you should consider showing your work off at the various gameart forums. Polycount, and gameartesians i can think of off hand.
I have too many projects of my own to help out here, sadly.
I wish i could help contribute to this mod, but my skills are generally in the 3d modeling and concept art department. Altho i did get a degree in animation, I didn't really enjoy it. >_>
but i will do some play testing... :]
i like the dodge move speed you went with. Very zippy, and the minimal amount of motion blur really helps sell it.
daaamn this is looking good.
is there some degree of air control in the jumps, or are the posts sticking out of the wall always the 'correct' distance to jump to?
i guess i'll just say it, i like that health bar alot.
sure looks like the udk to me. Even has the same scaleform ui, same link gun, oh...and all the same unreal 3 vehicle assets.
you sure have some talented artists. I love this suit design.
nice movement/weapon mechanic. If it was more obvious when people teleport, it'd be cool. Something like a interpolated blur from start to end point.
actually he was referring to creepers, the botched experiment in gene-engineering to create pigs on the minecraft ringworld.
ah, my mistake. I didn't go to the 'original image', instead I was relying on the shrunk gallery image.
aside from the bloom/emmisive surfaces, what does full graphics settings change? it doesn't even look like you're using texture LODing between the 2 settings.
The lighting solution for these models make the textures look much too 'dirty'. I would suggest adding more light specific to them, or just increasing the light bounce from lightmass, so they match the nice bright concepts.
That said, very good modeling. I look forward to the finished textured models. :D
For once, a space game where the ships dont look like crap! I love these designs.
wow, that was a quick death...
I love the iconic robot designs.
I'm pretty sure those are fast moving and in the background, the combination of which leads to the nice motion blur.
If they were razor sharp like the train car, it would most likely lead to screen tearing in those sections.
This is sweet! You pretty much nailed the look from those early concept images.
those orb drones are really fluidly animated. the camera also works pretty nice.
all in all, pretty good for an early prototype.
Just a little nip and tuck, and soon you too shall be tossing plasma bolts!
I have to say, for a screen shot, if that is what it is, it's amazing. Perfect concept art -> final product translation.
If land based levels are included, yes it could very well be in aff-2aw. Most likely it'll be some sort of ambient background for a loading menu type thing.
what, you mean aside from 'Stalker' directed by Andrei Tarkovsky? :D
I love the writing. :D
great job so far, this is shaping into something awesome.
cool tool :D
a **** game.
Move all your Zig!