Spy model...in progress

Started by goodkebab, February 18, 2007, 01:51:42 AM

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MR.Mic

Fucking blows.

Learn to model.
[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
Website: http://studentpages.scad.edu/~ctripp20/index.htm][/size]

Overstatement

On the last picture, it looks like a shark bit out his left ribs.

Kurbutti

Excuse me, what are those green tubes in his arm for?

Overstatement

#108
It delivers green jello right into the bloodstream for energy. For today's spy on the go (also available in cherry or "yellow" flavors)

goodkebab


This a proper render with raytracing and all that stuff.....





FugitiveSF

There's only one thing I'm wondering about:

This is supposed to be a stealth game, right? But if that's true, why are there so many glowing lights, tubes etc. on the suit? He is - to quote Lambert - glowing like a christmas tree.

Lurch

They are like the goggles in svm, so mercs can't see the glow.

goodkebab

he fugitive...you play CT?  Spies are pretty well lit up with their neon goggles and opsat.

these are the picts i have to post for the competition:



Lurch

If you still have any interest in changes, then I have an idea for the goggles:
http://img168.imageshack.us/img168/4231/ghost1ux3.jpg

I find these goggles cool looking. Especially the "pupil like" white dot and "iris like" green color surrounding it in the left goggle.

FugitiveSF

Yep I did, goodkebab as a matter of fact that's the reason for my question. I remember a lot of people were unhappy with the spies and their lightsources, so I thought you guys are planning to removing that.

frvge

Why would we remove the lights? It's now already hard to see which way a Spy is facing when he's in a smoke cloud in some dark area. It's just an aid to the player who controls the Spy and his partner. The Mercs don't see the lights.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Zedblade

#116
Quote from: FugitiveSF on March 08, 2007, 06:13:17 PM
Yep I did, goodkebab as a matter of fact that's the reason for my question. I remember a lot of people were unhappy with the spies and their lightsources, so I thought you guys are planning to removing that.

the lights on the spies are meant to give  you, the player the ability to see your self in pitch black and know what way your facing and what position your in. Otherwise you would have to rely on night-vision, which forces you to expose yourself to EMF.

Besides, we could always animate the light. Have it only come on when the spy is doing specefics actions or whatever. We will see. It won't be hard to take the light away if it doesn't work out the way we want it too.

Daybreak

My only thoughts are that if the green tubing is for visial purpose or for the camo to work, as i think initially thought of by kebab, why doesn't it run down his legs or added to the boots. Too much green tubing maybe. Other than that I think our spy is still defined as a spy but not that of a SplinterCell spy because of the goggles. The stray away from that format and because of it I think our spy looks better and more original.

OUr merc will have to do the same thing. Be similar but not

frvge

Our Spy is a high-tech ninja when he's in that pose XD
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

M4_007

Hey what about making some Wallpapers ?  :D