New Opening Screens
Yeah, it is quite useful for drawing, but since I still haven't used any 3d rendering software much, I had to ask. I've seen people use it for adding characters in filmed footage, but industrial design is way more accurate. This method is used a lot in engineering though, so it might depend on the software itself (like AutoCad, etc.).
Maybe we should try, since the machines' models are quite simple.
Thanks for the link! I didn't know that it was called like that (we could use both wireframed and outlined models).
For example, wireframes could be used for the splash screen, press kits, units' descriptions (for @Judas' MACHINES' app idea, for example), etc. And outlined models could be used for a strategic and tactical guide, a booklet with everything you need to know about MACHINES!
Also, I've been thinking about the following: this will be a product open to the public since it is going to be made thanks to the collective contributions of this community. So, what if we put as a splash screen a line-up of different machines similar to the original concept art? That way we could represent the variety of people that form this gestalt. Simpler, and it could be used as promotional material as well.
Besides, we will need to fix the original models anyway. Right?
Making sketches for a model or using reference images in the background really helps with any model really. They really do help speed up the modelling process.
Yes, anything (viable) from the community can be used in the game including code, art, etc... However, I don't know if a splash screen would really be a place for something like that. Maybe an animation that pans a camera through them quickly or something? I mean I don't know how important a splash screen really is anyway.
Yeah, I think original models need to be fixed. If you look at the coverart:
versus the ingame reaper:
You can see that the "artistic vision" (melodramatic?) wasn't really achieved. You can see details like face plating and weapon attachments and different coloring between legs and body parts are ignored.
I think that if we would want to revamp this model for example, a 2D artist would have to paint out concepts based on the shaping of the coverart reaper.
I guess Machines is like that because Acclaim and Charybdis didn't have too much time. And money.
They've promised so much: weathers that affect your machines, placing mines in buildings, commanders assigning your machines to do whatever you want so all you have to do is to click a button... yet we've got visibly less. But... I'd still say it's because they didn't have time and money.
Later on, Acclaim got bankrupt and tried to save itself by releasing a bad game which, honestly, didn't made it. And then... kaputt, hasta la vista, auf wiedersehen...
I have to apologize, since I didn't express myself correctly (now that I think about it, I was quite ambiguous, again, haha).
The line-up that I was talking about is this one:
According to the game's original website, this is the only concept art available. I was referring to the fact that the machines are together :)
It's interesting to point out the design issue though, since that's basically the aim of concept/production art.
Also, that pretty much summarizes what happened. Yet, I think that the designs of the game actually stick to the concept art quite well considering the low amount of polygons per model.
This is quite close to what I had in mind:
Maybe unlocking some opening screens by doing a few achievements couldn't hurt...?
That's a great idea! But that should be for Open Machines, since it might be a bit difficult to modify the original game for doing that. Apparently we can only replace things rather than add them.
Hi, recently i was looking for some artwork for Machines and i find this artist in DeviantArt with sick renders and models for the wraith reaper!!!
Hi! Those renders look good!
@themad Very detailed. I'd love to see the full version!
I mean, I'd just like to see it. You get it.