The Fae (Warning Many Images)

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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

I can do that.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Here is the updated tech center:

Image

And here is the gun spire:

Image
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Nielk1
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Re: The Fae (Warning Many Images)

Post by Nielk1 »

If they are plant based, perhaps you might want to add some leafy elements to some parts? For example, on the tech center, where the legs meet the ground have some grass blades sticking up as well or something? This would be a combo of a curved plane of mesh and a texture, not just baked right into the texture already there.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

At first I rejected the idea, and I may yet, but I will try it.
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jaydenbz2
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Re: The Fae (Warning Many Images)

Post by jaydenbz2 »

If I really had a knack for your race i would add leaves to it, also, make the blue a glowmap.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Indeed. I did not intend for the building to BE plants, I just wanted them to be plantlike, but also ethereal.
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Nielk1
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Re: The Fae (Warning Many Images)

Post by Nielk1 »

Hmmm. Obviously all suggestions are just that, suggestions.

Perhaps a few things could be tried? If this was per dx9 and the lights were less expensive I would say to add some lights flying around, though that is in game and on the model it would just be an HP flying around. Perhaps a draw sprite would work.

Another thing could be vines. You could also do plant bits to start and then change them later to something you think fits better. The main issue is now it looks bare but the texture looks workable. Your main options are adding some accenting meshes and effects or doing some insane texture work on par with the hand painted Swarm textures.
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Dianoga
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Re: The Fae (Warning Many Images)

Post by Dianoga »

Aren't Fae as a race in many games considered to be a race that is close to nature? If so then it would make sense to have buildings that are trees or plants I would think. Adding extras like grass blades, leaves and lights like Nielk and jayden said would definitely add to the models as well. Even if you don't want the buildings to actually BE plants having the little extras like that would help give the appearance of a race close to nature. Again just my opinion.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Ok. I was considering that since they are close to nature, the plants could experience accelerated growth near the buildings.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

A bit of concept art:Image
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Axeminister
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Re: The Fae (Warning Many Images)

Post by Axeminister »

Clavin12 wrote:Ok. I was considering that since they are close to nature, the plants could experience accelerated growth near the buildings.
I've given that idea before. As a scav covers a pool a little growth comes up to protect the extractor, maybe can take a few hits, then when the extractor is upgraded more dense growth comes up and can take a bit more damage before you can actually hit the extractor .
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Red Devil
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Re: The Fae (Warning Many Images)

Post by Red Devil »

wait a minute.... Fairies?? Fairies??? There's no fairies in Battlezone!!!
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Re: The Fae (Warning Many Images)

Post by Josiah »

Red Devil wrote:wait a minute.... Fairies?? Fairies??? There's no fairies in Battlezone!!!
finally someone noticed...
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

No, he noticed that a long time ago.
Red Devil wrote:wait a minute.... Fairies?? Fairies??? There's no fairies in Battlezone!!!
There is now.
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Re: The Fae (Warning Many Images)

Post by APCs r Evil »

Maybe it's because I was just mutilated by demons in Doom, but that concept art looks more like a demon than a fairy.
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