Ok so looking for feedback on the tyranids iv been bringing over, what suggestions do you have to inprove them, or what needs to be fixed, or any input ingenaral since im coming close to finishing bringing over all the units and getting ready to go back and polish them up before starting on the next race.
Those look really cool. Do you have a place where I can download them all as one file? I don't really want to have to go through every page one by one. I would love it more, though, if you didn't mind sharing the actual source files as well (the max files). I like to touch things up before putting them into my campaign. Particles and such. That way I could also give you more specific feedback, such as on the volumes and such things. Either way, they look pretty solid just judging by the screenshots.
Wow, who are those? They look pretty cool from the modelling point of view. Some kind of robotic monsters. I'd prefer seeing more colors. Gray + team color is a bit boring. But they have interesting design, complex body shapes. And the shapes mostly compact, which is good for strategies.
How much polygons do they have? What animations? Have you created them from scratch? What tools have you used?
Ok i should of said right out of the gate there ported over from anothere game, dawn of war 2 to be exact. with edited textures to work with starcraft 2 thats why they are not for battlenet use or content. So im not trying to take credit for them or anything like that this is more looking for feed back in the sense, animation y on unit x is glitchy, i think if you added spikes to the tyranid gaurds back it would work good with his defensive ball animation. Or ways i can make the units better or fix them in a way to make them better for use. Like the color suggestion was perfect.
There is no all in one tyranid file yet as i have not yet finished bringing over all the tyranid units
And as far as releaseing the 3ds max files im not planning on that at the momment unless you are a project contributor. Particals are a good idea tho what ideas did you have in that deparment
The particles are something I would have to work on in the future when I am not split between like 5 different projects, perhaps later in summer. I would have to assess and address it on a per-unit basis and depending on what the needs of my campaign were at the time. But some things I had considered was adding dust from movements on big attacks, small amounts of heat distortion from exertions, blood and such in death animations (I have not checked the existing animations but I would probably heavily work on any existing death anim to make it fit the rest of my content). I would be rendering most of my own FumeFX textures for these particles much like I am the rest of my project.
I entirely understand if you don't want to release the max files, though.
My projects are all private, so battle.net stuff is a null issue for me.
Okay, I had a look at the Hive Tyrant (Claw upgrade).
The hit test volumes should conform to the model. Read the documentation about those. It'll make clicking on them feel much more logical, especially when they're big units. Same thing with the vol_target, it should generally conform to the mesh.
Export with uncompressed bones and animations. Ports generally don't like bone/animation compression, they jitter a lot.