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Originally posted by Darkloser View PostThe Skaarj Queen will be hell of a difficult one to recreate...
There's so much things to think and that might need some rework in her.ChimmiChunga leads from the front, and DieHard UT holds the crown!!
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Originally posted by e1vp View PostI'm looking forward to seeing these guys
I made the Titan because 1: Its the Mother%&#@ing TITAN and 2: we now have at least ONE boss to test out the boss mechanic and at least strike 'bosses' off the 'to do' list.
Thats why I, personally, won't be working on these guys any time soon. But if others want to take them on, go for it!
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Originally posted by KazeoHin-TechAE View PostI made the Titan because 1: Its the Mother%&#@ing TITAN and 2: we now have at least ONE boss to test out the boss mechanic and at least strike 'bosses' off the 'to do' list.The new UT is coming along nicely...
Maybe a new Unreal would be a good idea for Epic's next project? It's certainly somewhat overdue...
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Originally posted by KazeoHin-TechAE View PostThe problem I have is that I would REALLY like to start going on these guys, BUT I feel that we need more 'pawns' and not more 'queens'. Essentially, Boss creatures will only occupy 1/20th of the players time with invasion, whereas the 'pleb' creatures will occupy that other 95%. So flunkies like the brutes, Krall, Mantas, Slith, Skarj... We need as many of those as possible.
I made the Titan because 1: Its the Mother%&#@ing TITAN and 2: we now have at least ONE boss to test out the boss mechanic and at least strike 'bosses' off the 'to do' list.
Thats why I, personally, won't be working on these guys any time soon. But if others want to take them on, go for it!
Last year I posted a picture of some monsters I helped make for UT2004:
While this might not be as iconic as the Unreal 1 creatures, having a couple of varieties of basic enemies that don't require (almost any) animation strikes me as a good thing.Join Project: Open Tournament: OpenTournamentGame.com | Project Trello | Discord | YouTube
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Unreal Prime Weapons: Impact Hammer | Enforcer | BioRifle | Shock Rifle | Link Gun | Ripper | Minigun | Flak Cannon | Rocket Launcher | Sniper Rifle | Grenade Launcher | Dispersion Pistol
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Originally posted by Wail View PostI agree with this a lot. Also, I see animation as a big blocker for enemies of every size here.
Last year I posted a picture of some monsters I helped make for UT2004:
While this might not be as iconic as the Unreal 1 creatures, having a couple of varieties of basic enemies that don't require (almost any) animation strikes me as a good thing.
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Originally posted by iLikeTheUDK View PostBigFatErik said he didn't like the Skaarj Queen's original design, but I didn't really understand why from his post, so I asked him.
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Originally posted by Wail View PostI agree with this a lot. Also, I see animation as a big blocker for enemies of every size here.
Last year I posted a picture of some monsters I helped make for UT2004:
While this might not be as iconic as the Unreal 1 creatures, having a couple of varieties of basic enemies that don't require (almost any) animation strikes me as a good thing.
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Interesting posts! I agree with Kazeo regarding the bosses and I also like the idea to add robotic monsters.
About the Mercenary concept, I'll try to show you updates as soon as possible: I was quite busy this week. The same for the Bio Rifle design.
-Luigi Rapetta (rapfamily4)
My projects list: Unreal Monsters | Armor Pickups | Dispersion Pistol for Invasion | Fusion Cannon - a Flak Cannon variant
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Originally posted by Darkloser View PostI know they're already weird, I mean compared to our already weird things his drawings are even weirder. So they are like weird weirdy things... something like that... :s
What I pointed is that it seemed like they were expressing emotions, with eyelids or somewhat similar to human, when they shouldn't.Yeah, that post was confusing.
The main reason why I did those sketches is that Fly doesn’t have as detailed texture as, for example, Gasbag. There is much more freedom for it’s design. I tried to make different versions using different shapes and find what is working, what is not. The second seemed to be good, but there was something wrong with it too.
I think you right about chitin. It looks kinda cartoonish now.
Also – her drawings
Speaking about Gasbag. I experimented with my concept and made some variations. I took Sly’s idea of exploding glowing blob for the fourth drawing. The last one turned out as an armored magma-boss thingy.
Attached FilesLast edited by Specter-Owl; 02-21-2016, 11:46 AM.
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Originally posted by Specter-Owl View PostHaha!Yeah, that post was confusing.
The main reason why I did those sketches is that Fly doesn’t have as detailed texture as, for example, Gasbag. There is much more freedom for it’s design. I tried to make different versions using different shapes and find what is working, what is not. The second seemed to be good, but there was something wrong with it too.
I think you right about chitin. It looks kinda cartoonish now.
Also I'm kind of confused as well... are you talking about the Unreal dragonfly ? Cause in my mind I just thought it was a random mutant fly.
Shame on me...
Originally posted by Specter-Owl View PostAlso – her drawings
ALEEEEEERT !
Ok I'll admit it, that was totally unecessary and dumb...
I'll try to redeem myself by giving a good feedback... hopefully...
Originally posted by Specter-Owl View PostSpeaking about Gasbag. I experimented with my concept and made some variations. I took Sly’s idea of exploding glowing blob for the fourth drawing. The last one turned out as an armored magma-boss thingy.
I don't see any of them fitting in a biological sense.
-1 and 2, I don't really see what purpose the spike would have on a floating thing like the gasbag. Especially knowing it rather stay at a ranged distance. You might say it gives more of that "scary looking", but I don't think it fits that well with the gasbag and that you can use other factors to give that effect.
-3, I can't tell I'm 100% sure of this, but the gasbag isn't that much affiliated to rock or earth (or any thing telluric), unlike the Titans for exemple. And I even wonder if it will not be a little troublesome for his flight. He needs hard skin, but not too much as it will hinder is ability to go at high altitude.
-4, Hoooo, pretty... but not really helpfull for him. It might even be the contrary, looking like fragile spot that you will immediatly shoot to hinder him (kinda like in Dead space where you shoot the glowy parts on certain enemies). Where you placed them looks like where he should have protection.
-5, a little over the top (thought you said it was an eventual boss concept), and too much magma related I think ? Looks more like an elemental creature from a fantasy game than the evolution path that a floating alien full of gas will follow.
You mentioned in a previous post that the skin could be akin to that of a rhino. I think you should follow this idea, Placing part with hard natural plating where there isn't any joints or mobile skins (the biceps, forearms, and part of the hands, as well as the head...body...thing) and find something more flexible, maybe something more leathery like, for parts like elbows. That's pretty much what you done in your concept.
Maybe make these softer part glowing. The glowing backgas is a good way to show that it's actually using a substance to float and move, and his use in multiple part of his bodies to help him, so try placing the glow on the soft part of the elbows.
About a boss gasbag. There was a Giant gasbag acting as a mini-boss in unreal, so expanding with that concept could be interesting. Should have to think about how this subspecie of the gasbag was created, how it evolved.
Hope it helped you ! And I say it again your concept are amazing ! Continue this way !Last edited by Darkloser; 02-21-2016, 01:37 PM.
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