rivalin wrote:Thanks for all the comments guys, and yes they all make sense, however the idea of sorting through that list makes my head hurt so how about this;
This is a community project so a little teamwork might help me out, I'll do the work of designing and rendering the weapons (Deus Siddis' basic scheme sounding best) but what would help me out would be if someone could give me a list of what to do eg
I think pyramid or maybe jackS would be best qualified to answer that.
1x medium aera capship beam primary colour grey, secondary colour black, glow and beam colour green
This would be best answered by jackS. But until he shows up, some rough pointers as I understand them so far:
Aera technology is a lightly shaded (high value) with a yellowish/mustard, cyan and light grey color scheme. Their weapon glow effects are usually light green.
Humans use medium shade (medium value) with blue, green and medium grey color scheme. Their weapon glow effects are usually light blue.
Rlaan use a dark shade (low value) with purple, red and dark grey color scheme. Their weapon glow effects are usually light purple.
some suggestions on the general layout of each would also be useful.
This would be best answered by jackS. But until he shows up, some rough pointers as I understand them so far:
Aera use an angular style with beveled edges. Their technology has a single frame constuction-- no visible modules.
Humans use a less angular style with more rounded edges and conic section type curves in some places-- basically a maybe little rounder than the Aera but not alot. But their technology does use a modular construction-- the subcomponents or their housings are visible on the outside in contrast to the Aera.
Rlaan use a very organic curve style, which is basically inspired exclusively from real life Echinoderm and Arthropod Invertibrate Animals (maybe look at the different forms of these on wikipedia or google images for inspiration). Their technology can have a number of simple parts obvious on the outside like domes, spires, spines, etc., but they are well connected by organic curves of 'tissue' like geometry to the rest of the object.
Anyway this would really help me to focus on getting them completed as quickly as possible.
Alot of the specific details we as artists need for in game technology artwork is still being filled out by the devs, but hopefully someone else will be able to come along with more specific information than myself to help you with this.
If that doesn't happen immediately and you find this gets too complicated though, you might want to finish your work rendering trade item pics and then come back to this later when it's been made more clear what needs to be done.