Re: Texture artist wanted...
Posted by Dr Brasso on
Sun Feb 22nd 2004 at 4:29am
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
gimme a crack at it yak....i think i could do a fairly nice job on it, and i have a yen for NS style stuff....wwhat say ye?
Doc Brass... :dodgy:
Re: Texture artist wanted...
Posted by Wild Card on
Sun Feb 22nd 2004 at 4:36am
2321 posts
391 snarkmarks
Registered:
May 20th 2002
Occupation: IT Consultant
Location: Ontario, Canada
Makes me think of the AVP APC.
Re: Texture artist wanted...
Posted by Yak_Fighter on
Sun Feb 22nd 2004 at 4:47am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
I designed it as a mix between a modern Bradley APC and the one from Aliens. I figured that it would fit in with all the other Aliens references. :smile:
Re: Texture artist wanted...
Posted by Yak_Fighter on
Sun Feb 22nd 2004 at 6:10am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
One's got an interior, the other one doesn't. :razz:
You don't have to bother with texturing them both, I can do the other one myself.
Re: Texture artist wanted...
Posted by Dr Brasso on
Sun Feb 22nd 2004 at 8:07am
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
well, one, its not a bother, i just wanted to know what was on yer mind....i had some of these textures in the fire, im wondering if this is kinda the feel you had in mind...these are NOT COMPLETE! :wink:
Doc Brass... :dodgy:
[simg]http://www.snarkpit.com/pits/dr brasso/Yak_APC/APC_fnt.jpg[/simg]
[simg]http://www.snarkpit.com/pits/dr brasso/Yak_APC/APC_rgt.jpg[/simg]
[simg]http://www.snarkpit.com/pits/dr brasso/Yak_APC/APC_top.jpg[/simg]
[simg]http://www.snarkpit.com/pits/dr brasso/Yak_APC/APC_back.jpg[/simg]
Re: Texture artist wanted...
Posted by Hugh on
Sun Feb 22nd 2004 at 10:50am
Posted
2004-02-22 10:50am
Hugh
member
900 posts
207 snarkmarks
Registered:
Oct 25th 2003
Occupation: College Student
Location: Amerika
That looks really nice, at least IMO. Just needs some lights and curvier wheels. :smile:
Re: Texture artist wanted...
Posted by Orpheus on
Sun Feb 22nd 2004 at 11:34am
Posted
2004-02-22 11:34am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
as a last resort, gimme a yell, i can get you the AvP texture set..
Re: Texture artist wanted...
Posted by Dr Brasso on
Sun Feb 22nd 2004 at 1:43pm
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
this is NOT the te set i am using, i am making him a set..but this is metalish-looking stuff, and it has an NS feel to it....i just wanted an opinion....ya know: "i need it greener" or "hmm....how about more hatches"...and compartment looking stuff".....understand?....this is just a dry run....i slapped it together in a couple hours just to see what might be....... :wink:
Doc B... :dodgy:
Re: Texture artist wanted...
Posted by Yak_Fighter on
Sun Feb 22nd 2004 at 10:04pm
Posted
2004-02-22 10:04pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
Well, the real problem with making the wheels curvier is that there are six of them, and changing them from an 8 sided cylinder to a 12 or bigger just adds faces that are unnecessary and changes the prefab from being useful in multiple situations throughout a level to being useful only in a tiny room. I want to use this prefab, not have it sit in a dark corner of a small box.
Rotating is no problem, especially since texture lock during rotation was added. When that feature first came out I took my 400 face truck and pitched it forward like 60 degrees and 30 degrees to the side and had no problems in game. It just took much longer to compile. If you make an error-free prefab it will rotate error-free.
Re: Texture artist wanted...
Posted by Dr Brasso on
Tue Feb 24th 2004 at 5:25pm
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
[simg]http://www.snarkpit.com/pits/dr brasso/Yak_APC/APC_back2.jpg[/simg] iupdate time, still not to my satisfaction, but coming along.... :smile:
[simg]http://www.snarkpit.com/pits/dr brasso/Yak_APC/APC_rgt2.jpg[/simg]
[simg]http://www.snarkpit.com/pits/dr brasso/Yak_APC/APC_fnt2.jpg[/simg]
[simg]http://www.snarkpit.com/pits/dr brasso/Yak_APC/APC_top2.jpg[/simg]
Doc Brass... :dodgy:
Re: Texture artist wanted...
Posted by Orpheus on
Tue Feb 24th 2004 at 5:37pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
i recognize at least one of thos docmaster :biggrin:
my only comment, the wheel tread.. make them more tractorish..
nice job so far
Re: Texture artist wanted...
Posted by Dr Brasso on
Tue Feb 24th 2004 at 8:39pm
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
yeah, ilike it better this way.... :smile:
[simg]http://www.snarkpit.com/pits/dr brasso/Yak_APC/APC_rgt3.jpg[/simg]
[simg]http://www.snarkpit.com/pits/dr brasso/Yak_APC/APC_top3.jpg[/simg]
Re: Texture artist wanted...
Posted by Wild Card on
Tue Feb 24th 2004 at 8:41pm
2321 posts
391 snarkmarks
Registered:
May 20th 2002
Occupation: IT Consultant
Location: Ontario, Canada
I like the tire threads in the last 2 shots, before, they were ugly/
Re: Texture artist wanted...
Posted by Yak_Fighter on
Tue Feb 24th 2004 at 8:46pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
Awesome stuff. Now I just have to get back to working on the map...
PS: The solid treads are better, but don't tint them green :razz: black's where it's at
Re: Texture artist wanted...
Posted by Myrk- on
Wed Feb 25th 2004 at 1:35am
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Get rid of the gun on the turret, make a cool little machine gun style thing and a little radar thingy...
Re: Texture artist wanted...
Posted by Cassius on
Wed Feb 25th 2004 at 2:36am
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
I have to say, I prefer the gray (hey that rhymes).
The only question I have is, why would a vehicle like this have wheels instead of a tread?
Re: Texture artist wanted...
Posted by Dr Brasso on
Wed Feb 25th 2004 at 3:10am
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
yeah, i liked the grey too cass, i may just do a few of my own...itd be an endeavor i havent had much of a go with in the past.....
ya know orph, i think we should....a whole new line of vehicles...apc's, tanks, etc...old, futuristic, what not...might be fun. we'll talk about that... :smile:
myrk...i believe the reason he hasnt made anything with tiny little stuff on it is twofold,...the r's. and the possibility of invalid solids from rotating etc....
Doc B... :dodgy:
Re: Texture artist wanted...
Posted by Yak_Fighter on
Wed Feb 25th 2004 at 4:36am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
A few things:
About the choice of wheels and turret...
A: If I wanted to recreate the Bradley APC from HL, I would have used the Bradley APC prefab I've already made.
B: Have we never seen the movie Aliens? Wheels are the future.
C: The newest American attack vehicle that acts as a combination of tank and APC and allows for rapid forward deployment and support of infantry is called the Stryker. It has wheels and a variant of it has a turret with a big gun on it.
D: The level is set indoors. Treads are for offroading, not driving on pavement.
About the chosen color:
What I have done so far on the map has a lot of black and gray metal sections. Some variety would be nice. Plus, the APC in Aliens was black/gray metal, and I don't want to completely copy the damn thing.
About the boxiness, lack of details:
A good prefab looks more detailed than it actually is, hence the need for good textures. I need to use this prefab in medium traffic areas and still be able to put detail in the walls so it needs to have a low facecount. Also, this is NS, where lots of tiny details and curves and such will f**k with Skulk movement. I don't want its only use to be sitting in a dark hallway and have it act as a dead-end. Also, I don't want to waste any of the limited amount of entities on this prefab, which would be necessary if I added smaller details (ie: making some of it func_illusionary so people don't get caught on it)
I bet you never thought so much decision-making and foresight goes into making a prefab... :razz:
Re: Texture artist wanted...
Posted by matt on
Wed Feb 25th 2004 at 11:13am
Posted
2004-02-25 11:13am
matt
member
1100 posts
246 snarkmarks
Registered:
Jun 26th 2002
Occupation: Student!
Location: Edinburgh
The APC from AVP2 was not a high as that one, and the textures were much darker, but it looks sweet anyway.
Re: Texture artist wanted...
Posted by Dr Brasso on
Fri Feb 27th 2004 at 2:13pm
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
well, lights added etc, along with as many little details as my little pea brain could muster....tell me where to send them yak, or i can put em on my pit...yer call...
Doc B... :dodgy:
Re: Texture artist wanted...
Posted by Yak_Fighter on
Mon Mar 1st 2004 at 3:58pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
Put it up at your pit if you don't mind. :smile:
Re: Texture artist wanted...
Posted by Yak_Fighter on
Mon Mar 1st 2004 at 7:33pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
Well...it would be really cool if they did.
Right?