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            | Author | Message |  
			| Seven Golden Idols 
					Joined: Sat Dec 11, 2010 4:02 am
 Posts: 7
   |   Re: Concept artLizard wrote: O hey prom   Just one question, why no stars?THERE WAS NO MOON LANDING IT'S ALL A HOAX
 
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			| Thu Dec 16, 2010 10:16 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Concept artYou're extremely uncool just so you know   You're not funny either.
 
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			| Thu Dec 16, 2010 10:20 pm | 
					
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			| Promster 
					Joined: Sun Aug 01, 2004 12:04 am
 Posts: 123
 Location: .se
   |   Re: Concept artI've just started pixling on the white bots using the new scale. Actually, on average the scale is not really smaller, since there will be heavies and mecha stuff. The scale allows for more variation in relative size. I'm worried that the heads are a bit unreadable at this scale though, which is less fun. A lot of people play the game at 1X for some reason, and this would make the characters tiny, like the fonts.  Keep in mind that these are mockups, not final pixel decisions. I'll keep working for as long as I can. I can't ETA. I decided not to touch the fluff part for a bit and just concentrate on getting some of the pictures done. Later I will obviously have to make a stand on some issues. The stars on the intro slide can not be done with line art, so they will go in the render layer eventually as blue/white dots. In reality, stars won't show up on photos of the sky because that would overexpose the planet.
 
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			| Fri Dec 17, 2010 1:38 am | 
					
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			| Petethegoat 
					Joined: Mon Jun 15, 2009 4:02 pm
 Posts: 905
   |   Re: Concept artHoly crap, those are beautiful!I had my reservations about the newer style at first, but I really like how that is looking.
 
 
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			| Fri Dec 17, 2010 1:41 am | 
					
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			| TorrentHKU Loose Canon 
					Joined: Sun Mar 29, 2009 11:07 pm
 Posts: 2992
 Location: --------------->
   |   Re: Concept artTentacle arms oh god yes. 
 
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			| Fri Dec 17, 2010 1:43 am | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Concept artMan those are nice. Humanoid limbs are a tad ill-defined, but I'm sure you already noticed that.Thx 4 being awesome.
 
 
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			| Fri Dec 17, 2010 1:43 am | 
					
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			| David Rodrigov 
					Joined: Mon Jan 25, 2010 11:35 pm
 Posts: 675
   |   Re: Concept artLets make the to-scale guy fight a giant mech.Also 4 posts in less than 60 seconds..
 
 
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			| Fri Dec 17, 2010 1:45 am | 
					
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			| Contrary 
					Joined: Mon Mar 16, 2009 10:50 pm
 Posts: 2175
 Location: Neverwhere
   |   Re: Concept artOoh jeez that looks really good. I think I can dig the new scale/style. Really nice to see a bit of whitebot stuff, too. 
 My only disappointment is that it seems that, from the lack of representation in the picture, the Ronin and Browncoats may not be continued.
 
 
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			| Fri Dec 17, 2010 1:57 am | 
					
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			| MrC121989 
					Joined: Wed Feb 10, 2010 12:41 pm
 Posts: 182
 Location: OMG where am i ?
   |   Re: Concept artGreat job all new actors are cool, but i would prefere the Upscale version, cause when they get released we modders wont have to rescale all our weapons to fit them. 
 
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			| Fri Dec 17, 2010 2:01 am | 
					
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			| WorldOfGooCorp 
					Joined: Fri Jan 25, 2008 4:40 am
 Posts: 97
 Location: New York
   |   Re: Concept artJesus Prom, you are awesome.
 Hm, I'm not sure about the Ronin but aren't the Browncoats Bubsy's creation? That would probably explain the lack of Browncoats in the picture.
 
 
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			| Fri Dec 17, 2010 2:02 am | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Concept artNumgun made the ronin, so yeah. 
 
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			| Fri Dec 17, 2010 2:03 am | 
					
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			| alphagamer774 
					Joined: Wed Feb 10, 2010 4:06 am
 Posts: 1294
 Location: Comox, BC, Canada
   |   Re: Concept artPetethegoat wrote: Holy crap, those are beautiful!I had my reservations about the newer style at first, but I really like how that is looking.
 
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			| Fri Dec 17, 2010 2:03 am | 
					
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			| Promster 
					Joined: Sun Aug 01, 2004 12:04 am
 Posts: 123
 Location: .se
   |   Re: Concept artGlad it's somewhat satisfactory. Yeah, definition is much worse at this scale, so I have a few doubts about it still. The pixels will be mangled even more when rotated too :/
 Do keep in mind that the small person is, well, a 'light' or something. The heavy person might work better with the existing weapons, perhaps?
 
 The fact that some guys are missing from the image isn't an indication of anything really. I just happened to throw those on that I had screenshots of.
 
 
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			| Fri Dec 17, 2010 2:10 am | 
					
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			| unwoundpath 
					Joined: Sun Mar 07, 2010 7:19 am
 Posts: 1279
 Location: Places. And things.
   |   Re: Concept artO....M....G....
 LOVE IT!
 
 Anyway, I love the new style, the way there bloated like now, but not at the same time. ( the coalition)
 
 The whitebots look, well, like whitebots!
 
 Are you re-doing the dummy's? Because I see if not, they look right already.
 
 Keep up the good work Prom!
 
 
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			| Fri Dec 17, 2010 2:30 am | 
					
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			| Roy-G-Biv 
					Joined: Mon Feb 12, 2007 12:46 am
 Posts: 1765
 Location: ..............
   |   Re: Concept artI feel it's going to be very weird for modders, transitioning from the current scale to this proposed scale in terms of spriting.Heck, this may even change walkpaths.
 I like your mockups Prom, but I feel that we need to see it ingame via Gif or Video.
 
 And I think the "real" figure should totally be a unit.
 
 
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			| Fri Dec 17, 2010 2:33 am | 
					
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