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Starcraft: Sons Of War, We ought to give it a second try...

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Creator: ITSTORRASQUE4U
Time: Feb 29 2008, 4:48 pm

Post #61     Syphon Jan 25 2009, 5:20 pm

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How do you want voice acting applications?

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Post #62     l)ark_ssj9kevin Jan 25 2009, 5:34 pm

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Maybe this sounds insulting, but can you try to work on the mapping/modding instead of the models?
I mean yeah, they look godly, but the models take longer than map/modding.

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Post #63     Devourer Jan 25 2009, 5:49 pm

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Quote from l)ark_ssj9kevin
Maybe this sounds insulting, but can you try to work on the mapping/modding instead of the models?
I mean yeah, they look godly, but the models take longer than map/modding.
Making a modle doesn't require much time.
You only need to design 1 3D-Model per frame-set, the texture takes long if you do it by yourself and the rendering goes fast.
EDIT: Corbo is right, my fault, sorry
This post was edited 1 time, last edit by DeVouReR: Jan 25 2009, 6:50 pm.

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Post #64     FlyingHat Jan 25 2009, 6:22 pm

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I can assure you that plenty of maps and a goodly amount of moddery has been done.


Except that they have a certain mentally handicapped hat working on the AI's. :hurr:

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Post #65     Corbo Jan 25 2009, 6:43 pm

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Quote from [DeVouReR]:]
You only need to design 1 3D-Model, the texture and rendering goes fast.
That is absolutely wrong.
Of course the model if most of the times longer in creating than the rendering but that doesn't make it fast.
I can most likely say that creating a texture is as long as the model and usually harder as well as it requires far more test renders.

I have done architectural models that take around 18 hours to render one single frame.
The texturing you just say it's fast because you've never painted your own textures and most likely never used UVW unwrap correctly.


SgtHK> I have seen all of your youtube videos already a long time ago.
I even saw the physics presentation thing :P
They're all pretty amazing.

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Post #66     SgtHK Jan 25 2009, 10:43 pm

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Quote from l)ark_ssj9kevin
Maybe this sounds insulting, but can you try to work on the mapping/modding instead of the models?
I mean yeah, they look godly, but the models take longer than map/modding.

Half of our time has been on the map and mod work. We just can't show to you our mapping progress for obvious reasons :P Even though what you said was true about 3d models taking longer to make, we try to keep the CGI progress from lagging behind the map and mod work ^^


Quote from Corbo[MM]
Quote from [DeVouReR]:]
You only need to design 1 3D-Model, the texture and rendering goes fast.
That is absolutely wrong.
Of course the model if most of the times longer in creating than the rendering but that doesn't make it fast.
I can most likely say that creating a texture is as long as the model and usually harder as well as it requires far more test renders.

I have done architectural models that take around 18 hours to render one single frame.
The texturing you just say it's fast because you've never painted your own textures and most likely never used UVW unwrap correctly.
I agree with you. Texturing a model well takes almost twice as long (for me, at least) than to actually make the model. The 3d mesh forms the structure of your model. But it's the textures that really make it shine. And thanks I appreciate your comment :D

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Post #67     Devourer Jan 25 2009, 10:47 pm

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Quote from Corbo[MM]
Quote from [DeVouReR]:]
You only need to design 1 3D-Model, the texture and rendering goes fast.
That is absolutely wrong.
Of course the model if most of the times longer in creating than the rendering but that doesn't make it fast.
I can most likely say that creating a texture is as long as the model and usually harder as well as it requires far more test renders.

I have done architectural models that take around 18 hours to render one single frame.
The texturing you just say it's fast because you've never painted your own textures and most likely never used UVW unwrap correctly.


Yes, sorry... I edited post...

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Post #68     [Vi3t-X]:] Jan 26 2009, 3:29 am

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Hello.
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Quote from SgtHK
Sorry for the long reply. I just had problems posting this here.

Quote from [Vi3t-X]:]
I call automatic in. :bleh:

I've never really done anything because as we know, half of the people on this site are lazy.
If you assigned me a task, that might work out. :bleh:
Did you ever tried applying for SoW? Torrasque kinda left 6 months ago and only last December did I gain access to SoW's email. Man there's a heapload of stuff there >.<

Maybe. I don't remember. :hurr:

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Post #69     SgtHK Jan 26 2009, 8:40 am

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Quote from Syphon[MM]
How do you want voice acting applications?

Well we would prefer them to be raw and unedited. :)

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Post #70     m.0.n.3.y Mar 13 2009, 4:18 am

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god dammit, i just keep finding better and better mods. THIS IS SWEET!! Finish it soon please? lol
:yahoo: :w00t: :wallbash:

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Post #71     SgtHK Mar 17 2009, 7:41 pm

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I'd like to let you all know that the Vanguard sprite is finally finished :)
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Post #72     Devourer Mar 17 2009, 7:44 pm

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Looks nice.

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Post #73     Sand Wraith Mar 17 2009, 8:11 pm

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WWWWWWWW WWWWWWWW WWWWWWWW WWWWWWWW WWWWWWWW WWWWWWWW WWWWWWWW
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That is impressive! That unit seamlessly blends in with the standard Protoss units. Impressive, especially since it's an infantry unit with all of its various animations, frames, etc.

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Post #74     Corbo Mar 18 2009, 12:39 am

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The blades don't convince me that much like the rest of the unit. It basically looks like it's not part of the unit since the width decreases where it joins in the arm and the fact that it's a little too bright.

I still like the phlanax more :P

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Post #75     Biophysicist Mar 18 2009, 12:45 am

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I actually thought that those were muzzle flashes for a while...

Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #76     Fisty Mar 18 2009, 1:06 am

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Not to be picky but I think the Vanguard looks too good. Like it doesn't match the rest of SC.

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Post #77     SgtHK Apr 29 2009, 2:20 am

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The alpha version of Tormidal's unit portrait is now out ^_^
(user posted image)
We still need to trim it down to the proper dimensions and the proper frame count to port it into SCBW. In this update we were mainly focusing on the lighting and atmosphere.

Also, our gallery site has been updated with a ton of goodies. Check them out.
http://www.sonsofwar.uuuq.com/

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Post #78     thunderaga Apr 30 2009, 2:10 am

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1 question?
Campaign involved with this?

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Post #79     FlyingHat Apr 30 2009, 2:28 am

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Quote from thunderaga
1 question?
Campaign involved with this?
Yes. When the SoW team says total conversion expansion, they mean an TOTAL conversion EXPANSION.
This post was edited 2 times, last edit by FlyingHat: May 15 2009, 3:06 am.

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Post #80     bajadulce Apr 30 2009, 3:34 am

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Nice portrait! That is pro-league. I so wish I had the time to explore and study 3dsmax more. I've only scratched the surface of the program.

Quote from FlyingHat
Yes. When the SoW team says total conversion, they mean a TOTAL conversion.
NO. SoW is NOT a TC. It's an Expansion and a campaign. A TC changes Starcraft, SoW ADDS to Starcraft. They're just going the extra mile in that department! :)

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