3D Aera Species from Sketches

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Re: 3D Aera Species from Sketches

Postby loki1950 » Wed Mar 05, 2014 10:19 am

BTW I have MakeHuman been using it for a long while now since it's alpha 7 release been using the svn version they have changed to Hg for version control as it's a full Python app now they are hosted by Bitbucket as googlecode dropped svn support for projects.Not sure how it will work for the humanoid races we need though it does have a makeclothes script for blender and low-poly proxy meshes.you should update your blender to the latest 2.69 lots of improvement in the cycles render :wink:

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Re: 3D Aera Species from Sketches

Postby DarkVixen » Wed Mar 05, 2014 4:28 pm

I forgot to mention one thing about my top view sketch (viewtopic.php?p=135731#p135731), the view was NOT orthogonalized, meaning the front arms looked smaller because they were farther from the camera.

Yay! The new eyes fit nicely into the existing head. :)


JackS:

I can join the objects, but one question first, is it good to do that or not because I wanted to make sure you have individual parts to move if you want to animate it later on. Will that be an issue in Blender?


Eeze:

Can you push them into the head just a little bit more, I did mention depressed into the head. The "eye body" object should be a little more flush with the head's skin. So in just a bit more.
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Re: 3D Aera Species from Sketches

Postby ezee » Wed Mar 05, 2014 6:14 pm

Sorry double post , see below ...
Hey Loki , glad to know you like Blender too !
:wink:
Last edited by ezee on Wed Mar 05, 2014 6:26 pm, edited 3 times in total.
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 3D Aera Species from Sketches

Postby ezee » Wed Mar 05, 2014 6:15 pm

Ok , i changed the placement and also some textures .
Better looking now .
Perhaps i could make the eyes 1/3 bigger ?
Image
Image
Image
I will try to make a skin light grey , you seem to have that design in head .
( and that is good to have different taste/opinion , that will produce diversity )
I will post the changes soon .

For the Objects/group/join , that depends on the way the animation will be .
Bones apply deformation in vertices shared by a mesh ( so join is used here )
Objects can also be animated with Keyframes ( loc,rot,scale )
Vertices can also be animated separatly .

It's only a question of strategy .
A link to the blender's community tutorials :
http://www.blender.org/support/tutorials/

Just pick what you need in your project first , there is so much things to learn !
But the results are so good ...
:wink:
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 3D Aera Species from Sketches

Postby ezee » Wed Mar 05, 2014 6:39 pm

White skin design ?

Image
Image

Ooops , the eye's faces were not smoothed ...
Correction :
Image

EDIT : I started to work with the topology around the eye :

Adding an edge loop :
Image
now we have new vertices to play with and sculpt the profile around the eyes :
Image

Blend is here -> http://spacetechs.free.fr/VEGASTRIKEDEV ... skin.blend
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 3D Aera Species from Sketches

Postby ezee » Wed Mar 05, 2014 8:12 pm

About the topology :

I extruded faces :
Image
By this way we enter the detail zone
Image

Check the benefits ! ( eyed scaled + reposition + extrude face )
Image
Image

A better profile , yeah ( to develop ...)
Image
view from rear
Image

The topology blend : -> http://spacetechs.free.fr/VEGASTRIKEDEV ... logy.blend
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 3D Aera Species from Sketches

Postby ezee » Wed Mar 05, 2014 9:18 pm

Darkvixen started to experiment the 3d , cool details :

Image

He had a problem with a hole in the mesh .
So my two cents to fix that :

select four points ( or three if a triangle )
Image

Press F to make a face
Image

Apply UV coord , texture ... fixed !
Image
:wink:
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 3D Aera Species from Sketches

Postby loki1950 » Wed Mar 05, 2014 10:35 pm

Like that brow ridge but does it restrict the view field in the upper quadrant doesn't seen a good idea if you are prey lots of ambush predators like dropping from above :shock:

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Re: 3D Aera Species from Sketches

Postby DarkVixen » Thu Mar 06, 2014 12:41 am

Pros-cons of the brow ridge; pro, it gives a strong cinematic affect to attract focus for the audience, con, it may not reflect realistic evolution.

Thanks for fixing the hole in the arm, I hope I didn't make that. I'm studying adding armature for animation now, when you feel you've fixed everything in the latest model, please give me the link, thanks! :)

If you get a chance, make the dorsal ridge more "square" at the edges, it's easier to work with the male model and then just reduce verticies to make it female.

The torso can also be elongated or shortened for make the two subspecies distinct, I think the current model reflects the Subtundra subspecies right now.

Let me know if you want me to make teeth, we have options of making each teeth an individual object (high-poly) or just use the existing cube that's being represented and I can draw a texture image for that.
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Re: 3D Aera Species from Sketches

Postby ezee » Thu Mar 06, 2014 1:06 am

well , it's your baby in 3d now .
I think you should try to make it as " real " as you imagine it .
I'm waiting to be sure that we have the good model before starting the animation level .

Let me know if you want me to make teeth,

of course , please do the teeths . The actual box was just a preview ...

If you need my help to fix some parts , i will do it .
I can't define this model as well as you , you have a better knowledge of anatomy .
But i know how to prepare a model for an animation .
So try to push the model to his maximum ( relative to your concept ) , then i will check the edges loop
to ensure that it will deform well .

We could also try to imagine what kind of dress this aera could wear , as civilian , as slave , as pilot etc...
I think we should use your last blend , in case this is the one that i fixed for you :
http://spacetechs.free.fr/VEGASTRIKEDEV ... -5.3.blend

you made a good job , and the little holes are easily fixed . Go ahead !

woaw , beautiful work in the rear legs !!
Image
:wink:
( Try the " sculpt mode " also :
http://www.youtube.com/watch?v=mTOBCp2k1R8 )

Edit : I think we should start the same work for all the species of the game .
It's better for the game design to propose a coherent world , and you seem to have enough experience in 2d to create a world of characters .
I can start the same process in 3d with your future sketches ( to save your time i mean !)
Quickly you will be able to work alone in 2D <->3D

:wink:
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 3D Aera Species from Sketches

Postby ezee » Thu Mar 06, 2014 4:08 pm

As i hope you will join us to make some cool content for our game , i propose to you a short tutorial
on how it's easy to fix a mesh with blender .

STEP 1 : remove the faces you don't like
Image
STEP 2 : select the edges you will extrude ( press E key for extrude )
Image
STEP 3 : after extrude is done ,we need to merge the new vertex with the old structure..
Image
STEP 4 : we moove the vertex 1 to vertex 2 position , go to mesh menu->vertices->Merge
Image
[b]STEP 5 : we will repeat the same operation ...

Image

Image

Image

Image

Image
This triangle had no face , select the vertices and press F
Image
Our head is brand new !
Image

Very simple after just a little practice !
:wink:

Edit : I had to fix a difficult part in the mesh with the new mouth shape , i made a page
about that problem and the steps to solve it : http://spacetechs.free.fr/VEGASTRIKEDEV ... orrection/
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 3D Aera Species from Sketches

Postby ezee » Sun Mar 09, 2014 12:35 am

Last update version 5.7b :

DarkVixen added the Vocal rumbler and i merged the new mouth
Not in their definitive texture but the idea is there .
Image
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 3D Aera Species from Sketches

Postby ezee » Sun Mar 09, 2014 6:36 pm

I have rigged for some test the 'old ' aera model .
The torso will provide good animations .
I also made some shoots with cycles , to learn how the light works
Image
Image
A ballet... :wink:
Image
Last edited by ezee on Sun Mar 09, 2014 8:04 pm, edited 2 times in total.
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 3D Aera Species from Sketches

Postby IansterGuy » Sun Mar 09, 2014 7:24 pm

I just want to say that all of these models are alluring. The exposed mechanics of it all make the Aera feel like they could be real. It makes me want to meet one... or rather see one at a zoo behind bars... no rather behind plexiglass... no maybe just on TV in 3d far away on a separate planet.
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Re: 3D Aera Species from Sketches

Postby ezee » Sun Mar 09, 2014 8:59 pm

no maybe just on TV in 3d far away on a separate planet.

ah ah ah !
Thank you IansterGuy !
:D

I really enjoy playing with this model , Darkvixen's vision is awesome .
If you want , i can send you the blend ?
You'll need to use Blender 2.69 to load the file .

I want to make short animations now .
And i have already played with the BlenderGame engine .
But all the body is not rigged yet .

Soon , you should encounter the aera in a mini game .
I already have a FPS camera that can moove in a 3d world .
Also good collision detection with bullet , and the physics also .
And it's possible to make a hud .
eh eh
:wink:
Last edited by ezee on Mon Mar 10, 2014 12:52 pm, edited 1 time in total.
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 3D Aera Species from Sketches

Postby IansterGuy » Sun Mar 09, 2014 11:58 pm

Well I'm no artist but I can just tell from the images that there is a lot subtle mechanics under the skin being accounted for. If you plan to rig the body for animation and even make a mini game the effect should be really great. Sounds like your looking for someone who does animation, that would not me. Though I imagine animating the Area should be good fun since they are so different. and would require so much creativity.
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Re: 3D Aera Species from Sketches

Postby ezee » Mon Mar 10, 2014 12:11 am

edit :
Sounds like your looking for someone who does animation, that would not me.

Oh , i wrote in effect " if want to make animation now " .
:oops:
Fixed : I WANT TO ... etc ...
:mrgreen:

And DarkVixen is working on that too , i think that will by amazing ( remember how good were the 2D poses sketches :wink: )

Thank you !
I am actually playing with the body , to know what it is able to do .
I don't have set constraints in the bones , so i can push in the extremes .
And find poses that are unsual .
Image
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 3D Aera Species from Sketches

Postby DarkVixen » Tue Mar 11, 2014 11:39 pm

Hi! here is the latest Aera model for Blender, it's based on the adult Subtundra male (the one with the longer torso).

https://www.dropbox.com/s/7224p6z1xm3bb ... 5.8d.blend

I took some screenshots using F12 in Blender, I'm not sure why but the rendered image's aspect seems to be longer in the Y axis (the height of the rendered image seems to be longer than what Blender normally displays).

Anyways, please take a look at let me know what you think, things to add, things to remove, change, etc.

I spent many hours adjusting each vertex to make the Aera evolutionary-correct, meaning the shape of each body part has a reason and corresponds with the description from VsWiki. However as with any species, there is great variation, and this one is the most "average" in look. We can deform it to make specific characters later on.

If everything is okay, I will add rigging with armature for animation.

ss01.jpg
Aera Head, shown with 3D teeth, lips, gum, and tounge. There are also 3D vocal rumblers and chemosensors.

ss02.jpg
Aera body.

ss03.jpg
Aera body side view.

ss04.jpg
Aera body front view.

ss05.jpg
Aera body top view.
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Re: 3D Aera Species from Sketches

Postby IansterGuy » Wed Mar 12, 2014 12:51 am

This new guy is much taller and skinner. He look like he would be an upstanding member of his spices. A gentlemen of sorts. Maybe a fellow of education like the equivalent of a professor or kindergarten teacher. Or maybe he designs killing machines for a honest living.
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Re: 3D Aera Species from Sketches

Postby DarkVixen » Wed Mar 12, 2014 1:07 am

It's the F12 renderer in Blender that is making the model look proportionally tall.

Here is a screenshot from Blender, so you can see what I was talking about the aspect.

ss01.jpg
Aera model correctly displayed in Blender
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Re: 3D Aera Species from Sketches

Postby ezee » Wed Mar 12, 2014 1:40 am

Hi .

I've found fantastic your work in the teeth level .
This is a great addition to the shape of the mouth you invented .

I've found too the Ian's comment very cool and useful :
He's talking about the feeling he had front of the creature's aspect and his projection in the imaginary
world of vega strike.
That is very good , and we need such comments and attention to be able to reinforce the details
that will help to distinguish one guy ( a faction or a genre in a specie ) to another .

To make a video or a game , in our case a videogame ( 8) ) , it's necessary to work in team .
The best exemple for me is in a film crew : http://en.wikipedia.org/wiki/Film_crew
Specific to videogame : http://en.wikipedia.org/wiki/Video_game_development

So there are many factors that are to consider for a production .
Even if vegastrike is an open source project , the same success rules apply .

So thank you for that comments that will help the artists to create content that fit with the game concept
of vegastrike .

@Darkvixen :

Your aspect ratio , screen render size etc ... are customizable in blender's interface :
http://wiki.blender.org/index.php/Doc:2 ... der/Output

One more thing :
For me , the aera here is nude .
Can you imagine a nude human in a city or commander of a large ship ?
:lol:
The actual format is cool , and skinning must be done at that anatomic level yeah.
But we should now imagine clothes for them , ( if they are dressed ? ) and be aware
that the clothes are part of the animatable mesh.
basic exemple for human race
Image
We should discuss about that question of clothes for aliens , that could be an issue if we don't care enough .
:wink:
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 3D Aera Species from Sketches

Postby DarkVixen » Wed Mar 12, 2014 3:05 am

Ah I see! :) I figured it out, the interpretation of aspect ratio is different, I thought the aspect ratio was that of the frame buffer (image), but it's referring to the pixel. I set it to 1:1 and now its displaying correctly.

ss01.jpg
Aera head shown with; 3D teeth, tongue, gum, and lips.

ss02.jpg
Aera body 3D view.

ss03.jpg
Aera body side view.


With regards to clothes, I haven't touched on that part, will we have to make clothes before adding animation armature or can we do that after?

Are clothes just painted-on in that age and century? ;D (I'm asking because they would have to be separate objects otherwise and yet share the same armature modifier and have their own weight-paints, correct?)

If we are to be realistic, I think we should forgo the Star Trek spandex-jumpsuits(tm) era and have unique baggy clothes for each individual. I've noticed that as we move further and further into the FTL-age, clothing is moving away from conformity.

In other words, I think every one, human and alien, should be dressed differently. :)

PS: I'm fluent in film crews and the movie making industry, I'm an actress after all. I've directed a few times, I know the ropes, it's crazy (and boring at the same time). :)
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Re: 3D Aera Species from Sketches

Postby ezee » Wed Mar 12, 2014 3:49 am

Nice done , you are getting better in the use of blender .
:wink:

I think again that we must fit with the Jacks's vision of VSU Universe .
Some species could have different point of view about nudity , sacred , shame .
The best human example i think about is the " Black is beautiful " paradigm .

In the society were they were wearing a shame that is not logical ( racism because of the appearance ) ,
some "blacks " have reversed the shame into glory . Well , that is quick said , but the main idea is there .

So it would be interesting to know how the species consider themselves , from the body and soul point of view .
( clothes always refers to casts , or social level etc ... )
Today , we are proud to announce that the nudes of Aeras are Beautiful !

But to start something with this idea of clothes , yes , we have many options .

_ Texture level ( 2d art )
_ 3D level ( 3d clothes that can later deform with forces like wind ... good for cinematics )

So ... A basic research of clothes based upon anatomy is needed now .
My 2 cents in a very very basic format ( face material color only ).
A Aeran marine guy ?
Image
A priest ?
Image
A prisoneer or slave ? ( yeah it's hard to hide with flashy colors ...)
Image
Colors are code in the humanity , can we assume that code is universal ?
That could simplify a lot of things in the design of the characters , but also help the player to distinguish what kind of faction is that NPC that is front of him .
Otherwise , we need to define a palette of colours for each species .
( yeah , some species perhaps only see in black and white etc ... )
Image

EDIT : ADVANCED 3D CLOTHES IN BLENDER

uses Shrinkwrap modifier :[youtube] https://www.youtube.com/watch?v=ljMePAmmxx4[/youtube]
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 3D Aera Species from Sketches

Postby jackS » Wed Mar 12, 2014 8:04 am

With regard to clothing, I have one word for you (and it's not "plastics" ;-) ) - pockets. No matter what else you do or don't do with clothing, pockets, or other equivalent storage/attachment sites are useful, unless your body happens to naturally come with a bunch.

Other utility bits likely include at least some form of footwear being common, if not necessarily ubiquitous, depending on the durability of the feet in question, but then, we still shod horses, didn't we? Covering up any thermal or abrasion sensitive bits is probably also a good starting point. Also key - figuring out how to get said clothing on/off. Having a single piece of clothing cover both midlimbs and hindlimbs may make it an interesting act of contorted agility for an individual Aera to dress itself :) Maybe their clothing will look more like a saddle+skirt combo? Who knows -- I think the only time that clothing is mentioned in any of the Aera description (in Appendix B) is: "The current social and vocational position of any Aera is immediately indicated by the color and pattern of an individual’s coverall." - but I never described, nor even spent much time imagining what that clothing would be (I've thought a bit about Klk'k clothing, but that's a topic for another day).

So, feel free to go to town, mostly. As far as color goes, I think most (all?) of the relevant species in VS have some degree of color vision. The spectrum reactions won't be the same though, so expect some color patterns to either appear muted, if the species in question can see further into red/blue than humans (see, for instance floral patterns in the UV reflective spectrum as viewed by insects) or the converse, if the color range is smaller. Also fun to play with - differing numbers of optical pigments, or various forms of color-blindness-equivalent sight producing "golf-pants fashion". I don't think any of the species have sufficiently different spectrum that you'll get "that clothing is scandalous on the microwave band!" issues (see: "Camelot 30K" for an example thereof). Use of color, however, may run counter to human tastes. Feel free to make this an area you can innovate in. I've got some ideas already present for some of the groups (Shapers, Andolians, Mechanists, Klk'k, Rlaan) and some loose themes for a couple others (Saahasayaay, Uln), but clothing has generally been left TBD, so go to town.

Nudity taboos (and/or their historical remnants as reimagined by fashion) are certainly going to be different for different groups, as will hiding/highlighting whatever sexual selection characteristics the individual is cloaking/flaunting. If the head crest is one of the key visual indicators of gender for an Aera, it's likely to be a focal point for personal accessorization - on the other hand, most Aera aren't likely to be nearly as gaudy about such things as, say, an Uln. So, however a dour type might tart itself up? Also worth considering, in many species (birds are commonly this, for instance) it's the males that are the peacocks, so feel free to play a bit with the intersection of fashion and alien gender politics :)
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Re: 3D Aera Species from Sketches

Postby ezee » Wed Mar 12, 2014 8:25 am

If the head crest is one of the key visual indicators of gender for an Aera, it's likely to be a focal point for personal accessorization

ah ah ah !
:lol: :lol: :lol:
Excellent , how do you find such funny details ? :shock:
Yeah , possibly the crest is a sexual attribute ...

Good good good , thank you jacks !
plastics ... yeah , i said 2 cents :lol:
edit : HEY ! THE POCKETS ! NICE JOB JACKS , I KEEP THAT USEFUL TRICK !!
thx


ok , my five cents now :
It's a prisoneer that escaped from a space jail , but unfortunatly crashed in that very hostile human planet called " earth " .
Yeah , his space suit is broken because of the crash . ( ah ah ah )
Image

You don't believe me ?
This one is for jacks ( :wink: )
Image

yeah , that was a joke !
A better looking/fitting version now :
Image

ah , a little detail but important in the void :
Image

from this kind of gear , we can have :

_ a Winter Camo
Image
_ a Jungle Camo
Image
_ a Street Camo
Image
_ a Volcano Camo
Image
Good for the ingame economy also , new stuff to trade !
The blend file is here : http://spacetechs.free.fr/VEGASTRIKEDEV ... Suit.blend
8)
Last edited by ezee on Wed Mar 12, 2014 12:21 pm, edited 8 times in total.
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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