Project Hostile

:!: http://teamhostile.wordpress.com :!:

^ updated daily!

Ok so after two years of learning the ropes of everything i could find, I’m starting work on my dream project, so here’s some tantalizing images and my guarantee that this will ( hopefully :stuck_out_tongue: ) blow your minds.

:!: UPDATES!!! :!:
More on the blog!


Still working on art assets (a lot of our code is being drafted from Delta Maverick)

You can catch some of my time lapse concept videos here:

The enemy (The Trék )

The player concept, This weekend I’ll be producing it in Silo.

I won’t detail the story since it’s 50 pages long (no really, it is), Altho the whole thing will not be featured, this will be a single epic level with a chance of multiplayer. [/img]

Some more pics beamed directly to your eyes! (visit our site!!!)

Keep at the site because we add things almost 4 times a day!

Looks interesting, but I have one advise. You should not render you models with a black background. If you do that the silhouette gets hidden in the dark.

I just like the atmosphere it creates :slight_smile:

Another critique is that the fingers of the model look odd. Like the are too skinny. Maybe beef them up a bit more.

Reminds me of NOD soldiers in Command&Conquer series.

Ahh cool, I love the art style in the tiberium wars series.

What are you doing to get the cool blue shininess, especially on the legs? It says you just have a diffuse and a bump map, but I don’t think you can get the effect I’m seeing with those alone… :?:

(The highlights move around as the model rotates, which doesn’t work with a static map.)

Oh yeah it’s the bumped specular shader, really brings a wow factor to the model IMO and (at least on my machine) it doesn’t harm performance massively.

Graphics are your style :slight_smile:

It can do a great game at final with fresh design, why not !

For colors I would keep some homogenous colors, and i’ wouldn’t put too much different colors on the model or it will be a rainbow :slight_smile:
Even more your style seems to be dark. The red in shoulders and legs is strange , why not putting some metal colors, if it is armor pieces ?

And why not bringing some more details on normal maps !

Be inspired :
http://www.wired.com/images_blogs/photos/uncategorized/2008/02/19/too_human_gdc08_12.jpg


http://www.driverheaven.net/gamingreviewimages/toohuman/pictures/Too_Human_GDC08_06.jpg

Anyway, good start, continue on the game :slight_smile:

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We don’t really have access to tools like z brush but I will look into it I assure you! With the colours I wanted the Trek to contrast the player (red vs blue you’ll see!) Everything else would be in between or is undecided at the moment but I can tell you the chunk of the level takes place on a dark,dusty,desert planet and hopefully I’ll get round to sketching the place soon.

updated!

Looks like a cool project. I’m interested to see how it progresses. :slight_smile:

I recommend Silo for creating models with next-gen style normal mapping, it’s a fraction of the cost of z brush, and can produce amazing results.

http://nevercenter.com/

haha, way ahead of you mate - I’m already on the trial, the Trek and Ghost models were done in silo.

Just made a huge update to the blog!

http://teamhostile.wordpress.com

UUUUUUUPDATES.