New Project: Bombing Mission!

  • Thread starter Thread starter sl1982
  • Start date Start date
Status
Not open for further replies.
Last edited:
NCS

The texture's good and as for the WIP shots it better to post something, if it is your first time texturing
as we only going to tell you if it looks right or not
 
i like the texture work a lot!, the colors are a bit off, try n match them a bit more to the original (slightly darker pants, more yellowish shirt)
 
I based the colours on the original art - but I'm wondering whether the art I'm using is a little off. The one on the first page seems different, more like the original model.
That being said, I really can't be bothered to recolour every individual piece of him now. I can make adjustments at the end when it's all been flattened.

Slightly off topic: I've worked on wedge for so long now I think I'm building up an emotional attatchment, like you do with characters in a movie or game. I think I'mma cry when he dies ingame now, it'll give a whole new dimension to the game :P
 
Last edited:
:3 btw i like the W on his belt, but the buckle seems to be metalic silver on the original model.
 
Actually, I had it metal in a previous UVing, but I realised the art contradicts it. Tbh, I'mma probably make it metal again though, since I'm going for a mix of original model and original art (the entire belt seems to be metal on the original model).

EDIT:
Not too sure about the shorts so far:
http://ncs.millenia3d.net/Screencap/2010-06-24_1728.png

EDIT2:
Cut his top a little too low - I lol'd.
http://ncs.millenia3d.net/Screencap/2010-06-24_1839.png

EDIT3:
Another slightly pointless WIP shot:
http://ncs.millenia3d.net/Wedge/WIP/WedgetexWIP2.png
 
Last edited:
looks fantastic NCS! is anyone working on making the default eyes look a little bit smoother? I'm almost up and running with the laptop jeff sent me, so i can actually start participating again!
 
Those eyes are just placeholders in the texture for when I can be bothered to actually make new ones, in fact, they've been upscaled and filtered, but you can't really tell :P
 
Last edited:
Nice work so far NCS, very impressive.

I've worked on wedge for so long now I think I'm building up an emotional attatchment, like you do with characters in a movie or game. I think I'mma cry when he dies ingame now, it'll give a whole new dimension to the game :P
Yeah it is kinda sad lol, your cool new model is going to get crushed by a pillar.
 
I like the chibi style characters better that the "real" looking ones anyway. Nice as always NCS can't wait till I get done with my project to join TA in this. The chibi models actually look like something I can do.
 
I guess I should start posting this here then since I am doing it for this project. :P. Though my skills are less then satisfactory. Here is my schpeel on the red Shinra guard. It's just a W.I.P... The hands are crappy. :p.

WIP-1.png



Edit:

it kinda fails... but:

chibi-3.png
 
Last edited:
I wish I could program or model in even the slightest bit. I have some artistic talent, but nothing close to what is needed. Maybe that'll change as I go to college.

Edit: You know, I can draw characters and critters somewhat. Maybe someone needs a drawing of a character to reference? I can do that. A little.
 
Last edited:
Then do some retexturing work in the battle scenes or field backgrounds, all you need is Photoshop skills for that.
 
scene1_wip2.jpg


A bit different from the original but I've got just 3 words for you Timu:

deal-with-it.gif


 ;D
 
Lol reminded me of the newest episode of unforgotten realms lol, did they steal that joke from somewhere? Or did they make it?
 
Maybe use that battle model combined with jeffdamann ground texture; would be the best imo.
 
Maybe use that battle model combined with jeffdamann ground texture; would be the best imo.
I agree. I don't think you have actually used this scene in the game yet. If you have, you would of seen that your perspective is screwy. You have the assets  on the"floor" all messed up.

Let me explain.

The "80" that is on the ground is rather iconic. I can see why you included it in your updated scene. The problem is that it also acts as a visual device to let you know that you are fighting on a road. It also and defines the "center" of the battlefield. In your version, you put the "80" in the center of the road, but it's so far back and down, you will barely ever see it. You made it the center device for the scene, but not for the battle.

Let me show you....

scene1wip3.jpg


What I have highlighted in yellow is the area most seen by the camera during battle. Notice that it's not in the center of the battlefield, but in a corner of it. Also notice that the camera sits about where the near "curb" is. There is no reason to draw the other "half" of the road because it's never seen.

The pipes in the back break up the ground visually so that the camera sweep during the "fanfare" animation doesn't focus on flat boring road.

Keep in mind, during the battles that this scene uses, you have next to no magic and the camera does not sweep very far. The camera does not pan at all when you make a physical attack which is 90% of the commands you make here.

There's more to this scene than just a model.

You need to bump the "80" to where the old one used to be. Also put the green cobblestone back, it's the same texture used in the field files.
 
Last edited:
Status
Not open for further replies.
Back
Top