Posted: Wed Jul 18, 2018 7:47 pm Post subject:
Yuri Dual RPG Auto Soldier
Subject description: floating
The mysterious crystal on the back seems to be its source of power
There is a visual glitch that if an infantry fires a Burst=2 weapon it plays its firing frames twice so it's not good for an infantry to be a dual gunner
That's a nice idea, infantries without legs are more awesome and sci fi-ish _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
Any chance we could have a version of it without the muzzle flash? Could also help with masking/ignoring the visual bug with the firing animations. _________________ ~ Excelsior ~ QUICK_EDIT
fix your lighting setup.
Light from southwest, shadows going northeast
Due to the missing lighting/shadowing, the shape is almost indistinguishable (just a grey mass).
Nice try on the death frames. Though the single parts fall a bit unnatural and seem to lack mass (they don't accelerate while falling and just move with a constant speed. They also don't bounce a bit off the ground when they hit it)
Since they fall apart, it suggests that an inner force (explosion) drives them apart, but for that they should start with a high speed and decelerate (due to air resistance) rapidly while falling apart.
If no explosion drives them apart, the parts should only scatter when the complete body hits the ground and shatters apart.
A walk anim would be nice, even if it's just the unit wobbling up/down a bit.
To show that it's floating (apart from the wobbling walk anim), one idle anim should show it floating up a bit and down again. Right now it's a fixed height object, where you have no clue why it is there (like parts are missing). The visual clue why it floats and how is simply missing (it's just nailed at that height). _________________ SHP Artist of Twisted Insurrection: Nod buildings
not necessarily. In favor of much better perception of depth due to well lit/shadowed areas and thus also higher contrast, it's ok to have a different light and shadow direction.
On small units it's not that easy to notice the difference anyway.
However, this unit is rather big (like a small vehicle) and thus it would be better for it to follow the correct shadow direction imo, as well as having correct transparent shadows and not the ugly black blob like other infantry.
Even on new generic small infantry i would suggest correct facing transparent shadows and not these ugly black blobs. But that's just me, as i dislike this cartoonish RA2 design. _________________ SHP Artist of Twisted Insurrection: Nod buildings
since everything is comedic ridiculous in RA2, i would make the canvas bigger and have it fly like 100 pixel up in the idle, not only the subtle 1-2 pixel.
The idle anim movement is again pretty linear (like the death anim). When propelled up by the weapons, it would move a lot faster at the start, slow down towards the highest point and then accelerate again when falling down.
Work with the different key tangents in your 3d modeling program, not only the linear speed tangent.
info for 3ds max here or here
Other than that, the anims are nice.
You could also play with some simple particle systems to give it some kind of engine stream, dust or some other nice effect.
e.g. use the shadow frames to give it some transparent dark dust/smoke while moving.
Another very nice effect you should consider adding:
-make the crystal alone as a separate render pass (give all parts other than the crystal the same color as the background)
-then use Image Shaper to give the crystal the glowing colors from the palette and combine it with the non-glowing unit
It would surely look nice on dark maps (hmm, don't remember if YR even has them?) with the crystal glowing. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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