I modified the wings a bit. It's subtle but the perspective of the "fingers" make them look deeper. And it's also stretched to look bigger.
What do you think?
Thanks for the wishes! I'll have the unidentified green object
I modified the wings a bit. It's subtle but the perspective of the "fingers" make them look deeper. And it's also stretched to look bigger.
What do you think?
Thanks for the wishes! I'll have the unidentified green object
Looks good! Wings should be big enough for taking off now.
Could you do one more thing and move the front foot further to the front so it comes out of the area where the shell is concave without decreasing its pixel size (so it gets bigger with regards to perspective) and move the back foot a bit to the rear and further down so it has a similiar position (and potentially change its pixel size to match the front foot's perspective size)? I made a sketch to clarify what I mean. I think this would make the Shrike look a tad more agile on the ground.
Apart from that I see no need for changes. Interested in yet another concept?
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Good Idea. 'ill find a moment to do that!
I sure am ready for something new.
Sweet! If you don't mind doing another gun I'd like to assign you the SMG next since it should have a similiar style as the HMG you did and is one of the last important objects lacking a concept.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
Cool! I'll check it out.
Hurry up, it seems like Cupside has already started on the Shrike model.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
That works, too. (My original idea was to put them right in the concave area of the armor shells so they don't need to poke a hole in them, but the important part was that their distribution is more even, which is fine now.)
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction