Previews from the impatient

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Chrono Vortex
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Re: Previews from the impatient

Post by Chrono Vortex »

stylesrj wrote:Or it's because you want to keep to a Tiberian Sun theme, so no Scrin, just GDI, Nod and the Forgotten.
Yeah, I'm trying to stick to ships based on stuff from Westwood's isometric engine for now.
Wasn't it Vega who said Kane built that ship? That guy was a lunatic, I wouldn't trust him.
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stylesrj
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Re: Previews from the impatient

Post by stylesrj »

Chrono Vortex wrote:Wasn't it Vega who said Kane built that ship? That guy was a lunatic, I wouldn't trust him.
Well the C&C Wiki says that it may have been reverse-engineered. I mean Nod does have the alien-looking Banshee, so why not also a Scrin Ship?
HarkintheMantis
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Re: Previews from the impatient

Post by HarkintheMantis »

Gencool wrote:Doodled some ships during downtime at work, ended up with a Zoltan-esque one I quite liked, figured I'd have a go at matching official art style.

Just roughed out for now, if you guys like it I'l have a go at cleaning it up to fit the game art.

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Any feedback / suggestions welcome!
It looks like Slave one in a way
I think i willl download when comes out
HARKINTHEMANTIS ROCKS!!!!
:mrgreen: :mrgreen: :mrgreen: :mrgreen:
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TaxiService
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Re: Previews from the impatient

Post by TaxiService »

I wonder if that will ever happen? The last activity of Gencool registered on this forum was 10 minutes after that post was made. I'm sending him a PM to check if he's still around. Assuming his notifications are on and he checks his email... :o
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95% Chance
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Re: Previews from the impatient

Post by 95% Chance »

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Meet The Estraniis.
(First mod in pogress!)
She's big, mean, and lemon scented.
I need to do shading a bit harder next time as it's barely noticeable in game.
Honestly I really wanted to play around with the idea of hybrid ships as joint efforts between the species offered to the Federation to beat the rebels. No awards if you guess which alliance this was made from.
I'm messing with balancing issues right now, seeing as how she starts with a four pad teleporter AND mind control. Still, as of right now she's comfy.
There's also the problem of the ship still being visible when it cloaks, and I believe the gibs appear under the hull when it cloaks as well, can anyone help me out with this?

Pixel art is annoying and time consuming.
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NarnKar
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Re: Previews from the impatient

Post by NarnKar »

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This is the work I had done up 'til about...May 28th, or something. After that, I had to go on an extended vacation, away from my main computer (and on a laptop that can't handle GIMP, so no progress was made). When I came back, I had to deal with a busted hard drive (only somewhat broken though?), and since then I've made no progress. But it's progressed from the last time I uploaded this ship to this thread. I'm half-posting it here to show people I'm still working on it, half-posting it here in case this hard drive breaks too. Sorry for spamming the thread with my shit.

As a side note, I made this before I saw TaxiService's reply/commentary on my ship, so I haven't yet done some of the things he suggested, like move and thicken the engine struts. Rest assured, I still plan on doing that. I'm also dabbling with dithering (as the color palettes on the right, blatantly lifted from Taxi's Hooker mod* indicate), although I probably won't go much further; and I'm also messing around with making hull plates (again: see Taxi's Hooker mod). The angled "gap" section is kind of to show that the two sides of the ship slope downwards, but I'm considering removing it--or just moving it, too.

I still don't really know what to do with the engine flaps, to be honest. They're supposed to be based on this thing here (which I'm partially basing my mod on, with some modifications to the hull), but that only really works in 3 dimensions. They're not just thin flaps like some of the suggestions, but I don't really know how to convey their actual shape from a top-down perspective. Now that I'm looking at the lego model again, those engine backs actually looks kinda bulky..., I might just ax the back of the engines entirely and just freedraw it, rather than attempting the weird structure.

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*Boy, that sentence sure sounds strange out of context. Taxi's Hooker mod: FTL, now with alien space hookers. Yes.
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TaxiService
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Re: Previews from the impatient

Post by TaxiService »

>Sorry for spamming the thread with my shit.
I wouldn't even dream of classifying your posts as spam. This thread exists just for discussing one's own mods before public release! You shouldn't feel sorry at all! :o

>080.jpg
You're killing me with nostalgia, man! XD Don't do that!
jk. i'd actually be interested in viewing more views of the lego ship! <3 When i used to make things with it there weren't so many sloped pieces! I don't have any of those grey 2x1x2 slope pieces used on the back, for instance. D: Are those holes or a sticker?

>I haven't yet done some of the things he suggested
You don't have to do them, eh! I mean, when i made that sketch i started from a not-necessarily-true premise: "the thrusters are at the same height of the back part."
I mean, i don't think i should be considered as some sort of authority on ship design or some shit!!! o_o I won't take it personally if you choose not to follow advice i might've given!! Just wanted to let you know. XD

>The angled "gap" section is kind of to show that the two sides of the ship slope downwards, but I'm considering removing it--or just moving it, too.
I like it! It already gives the idea of the slope, but I understand how the whole [perspective on FTL ships] is a delicate matter! To show off cylinders, the praxis is to make some of its lines curved, even if the top-down representation of the rest of the ship hints that said lines should be straight. : \ I too am often torn by this duality of representation in ships' hulls.

In my first ship I represented cylindrical shapes with curved lines. I tried to avoid doing it since then because it kind of bothered me. XD
I mean, if the moke had to be depicted from the side and you based yourself on its sprite, it would look like this. >_> That's what bothers me. (I realise this whole thing is stupid since nobody would have reason to do that, but still..!)

What i meant to say since the beginning of this period is: the shades of the ship, in the end, should be enough to tell the inclination of its parts!

If i had to think about it, the current sprite of yours could look like this if viewed from the side:
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I mean, If you want those angles to be of 90°, then the ship shouldn't be considered parallel to the ground.
If that's true, you should show the height of each part that is parallel to the hull.
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Now, I hope nobody else would overthink this so much, but for me it's hard to make a truly consistent sprite if two things on the same plane look like they're inclined differently. :V

In any case, nobody gives the utmost shit about this stuff! "Consistency" doesn't really matter that much. Take the moke as an example. Its hull mixes axonometric and perspective projections elements, but nobody gave the littlest crap! Just do whatever you think looks best and it'll be a-okay! ;)

When in doubt, don't hesitate to ask the opinion of other humans, like us! But remember that ultimately it's always up to you.



TL;DR: that gap is cool and already makes it look like the ship is sloped, but it might lead to errors from a strictly axonometric standpoint. Nobody will give a shit about it, but consider that after shading the hull you won't need such shenanigans to achieve the same effect. In any case, you can use whatever shenanigan you want if you think it's good!


PS: I realise the way I explain things might be cryptic as fuck! I am so, SO sorry! :( Trying to translate concepts and [not being a really good communicator in general] don't really help!! I swear that I try my best! XD
Also, here's a link about axonometric projections. There might be good info inside!

PPS: You should look at *good* dithering rather than mine! :o i've always tried to imitate the dithering seen on FTL Remastered ships. It's the best i've seen so far! Links:
http://www.ftlgame.com/forum/viewtopic. ... red#p55066
http://www.ftlgame.com/forum/viewtopic. ... =40#p64894

i could probably masturbate to those hulls ;_;
"ew, taxi! eeewwww!!!!"
yes, i know. It's just that they are SO GOOD HHNNGG!!!
pls dont take me seriously
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NarnKar
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Re: Previews from the impatient

Post by NarnKar »

The slanting I was more talking about was like, uhhh--

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oh god mspaint

When I was making it, I thought FTL, like....sort of leans forward or backward when it comes to its slanted pieces? But looking at the Kestrel again, it becomes pretty clear that the slanted roof tiles are still drawn with straight vertical lines.

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Perspective is confusing.

[There will probably be more words here later??]
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TaxiService
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Re: Previews from the impatient

Post by TaxiService »

>The slanting I was more talking about was like, uhhh--
>[pic]

I know! That's the reason for my last post. :P

>Perspective is confusing.
If you mean FTL's [bastard offspring of perspective and axonometric projections], i agree! XD

So, to sum up my newfound philosophy on ship design:
  • Since FTL ships follow weird rules regarding projection of lines in its top-down views, it's up to the ship designer to decide which lines should or should not follow axonometric rules.
  • If by harming the... err... "axonometric integrity" of the sprite you manage to make your hull's shape cooler and/or more understandable, then the change should be considered beneficial. (as long as such changes are consistent throughout the whole hull)
Therefore, if you think those sloped gaps helps in making the ship's shape more clear, then keep 'em! :) But I think that when the ship will be shaded you won't necessarily need them to be slanted anymore. ;)

In any case I can't wait to see the finished product!! If you need help on whatever don't hesitate to PM me, eh!
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NarnKar
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Re: Previews from the impatient

Post by NarnKar »

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They called it Previews from the Impatient. But they never expected someone this impatient...
NarnKar spams the forums: coming soon to a board near you...


So yeah, some changes I made: I extended the back fins a little bit, put some of those steel beams from the front greebles on the side, and replaced the two small engine struts with one bigger beam--angled down, to better give a sense of perspective. Hopefully.

I also really liked TaxiService's missile holder idea, so I did a draft version of that where the missiles are part of the front section of greebles. The idea is that the missiles are under the blue screen, and are fed into the front cannon--I may animate that, maybe not.

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^^ Forgot to mention earlier, but if this is the piece you're talking about Taxi, then yeah it's kind of a newer piece. http://brickset.com/parts/4540386
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