#21
Posted 20 October 2013 - 12:38 PM
#22
Posted 20 October 2013 - 12:54 PM
Karyudo ds, on 20 October 2013 - 12:38 PM, said:
Agree! OP this stuff is so fun. Thank you.
The images of the mechanics on top of the stalker bring the universe to life.
#24
Posted 20 October 2013 - 01:00 PM
Karyudo ds, on 20 October 2013 - 12:38 PM, said:
I'm honestly baffled as to why they don't.
The mechanics are in the game files and they have an armature already made, and PGI is fully capable of animating them, as you've seen in the launch trailer.
The mechbay itself exists physically in-game too.
So...why don't they add in a few mechanics? They don't even need to do anything fancy, all you need is to copy and paste some in there in front of some monitors, holding a clipboard, etc, put them contrapposto, do some very very small animation tweaks (slight headbob, leg shifting, etc, just small things to let you know they aren't just static dummies). Seems like a huge waste to make a fully animated and textures mechanic model just to only use them once for some small video no one will ever see past it's release.
#25
Posted 20 October 2013 - 01:36 PM
So I'll probably finish this up tomorrow, but, in the mean time, have a(n incomplete) 55 ton mech next to a 60 ton tank!
#26
Posted 20 October 2013 - 02:07 PM
haruko, on 20 October 2013 - 01:00 PM, said:
The mechanics are in the game files and they have an armature already made, and PGI is fully capable of animating them, as you've seen in the launch trailer.
The mechbay itself exists physically in-game too.
So...why don't they add in a few mechanics? They don't even need to do anything fancy, all you need is to copy and paste some in there in front of some monitors, holding a clipboard, etc, put them contrapposto, do some very very small animation tweaks (slight headbob, leg shifting, etc, just small things to let you know they aren't just static dummies). Seems like a huge waste to make a fully animated and textures mechanic model just to only use them once for some small video no one will ever see past it's release.
Small company. It's all about time and resources. I get it; heck, I manage more people than PGI has employed. When you have 200 items in the pipeline, burning 100 hours of resource time making another video that doesn't actually lead to CW, UI 2.0 or more money in the coffers is a really tough sell.
And yes, 100 hours is reasonable for a couple minute video, once you factor in all the different people who have to touch it.
#27
Posted 20 October 2013 - 08:08 PM
haruko, on 20 October 2013 - 01:00 PM, said:
They could probably utilize some of the animations as well. I have a feeling Clan mechs are eating up the animation time right now. I also think they're more focused on the mid/end-game. I mean nearly a year of open beta and one tutorial mission? They don't entirely seem focused on the new user experience.
However of course they are working on building UI 2.0 and CW so those might have a big impact there. (and the other tutorial missions...just saying those should be there by now).
Heffay, on 20 October 2013 - 02:07 PM, said:
I don't even think we're talking about spending 100 hours to make a new video, they already did making the crewmen, animating them, etc. I was thinking they should have taken that and added it to the ACTUAL game and not just left to fester in the teaser trailer. It just seems like it would be nice to occasionally see people walk by my giant death machine while customizing, for a bit of atmosphere.
#28
Posted 20 October 2013 - 09:54 PM
#29
Posted 20 October 2013 - 09:58 PM
Helmstif, on 20 October 2013 - 09:54 PM, said:
Not really sure what you mean but all the mechs are already in-scale with all Cry Engine humans, meaning they're in scale with humans of other cry engine games too, not just the human models in MWO.
#30
Posted 21 October 2013 - 04:13 AM
Karyudo ds, on 20 October 2013 - 08:08 PM, said:
It would easily be 100 hours of time. The joys of corporate life. You need to come up with a story to tell, generate the proposal, present it to the stakeholders, edit the concept, assign the assets, generate a mock-up, review it, create the full production scene, review it, make the changes necessary, add in the sound, create the production run, show it to the stakeholders again, then create the release schedule.
And I'm sure I'm missing a few parts in all of that, because that's just off the top of my head. My little crappy 3 minute video alone took about 100 hours to create, after you add in all the people involved. Heck, one night of recording was 8 people for 2 hours, which is 16 hours of work if you're dealing with paid employees. And that was just one night of part time work!
I agree that they should do it, but it should be something that is released as part of CW2.0 phase 2 or 3, not just a random promo video. Maybe a seasonal one.
Then again, why make promo videos that cost time and resources when fans will do it for free?
#31
Posted 21 October 2013 - 04:40 AM
#32
Posted 21 October 2013 - 04:55 AM
#33
Posted 21 October 2013 - 04:58 AM
#34
Posted 21 October 2013 - 09:47 AM
The Boneshaman, on 21 October 2013 - 04:40 AM, said:
He doesn't have one, your pilot in-game is headless, and the one in the game files is reusing Psycho's head from Crysis Warhead.
I was thinking of jury rigging up my own, sort of....it wont be anywhere as bulky as it should be though.
#36
Posted 21 October 2013 - 11:15 AM
Heffay, on 21 October 2013 - 04:13 AM, said:
Well if it takes you 100 hours to drop a crewman into the scene you might be doing it wrong. I mean again, I'm not thinking of a trailer here or even necessarily anything terribly exciting. I'm just thinking of taking the model we all have in our game clients and putting it on screen. Walking, standing, whatever. I know that "simple" rarely is actually a thing in development, but when you already spent the time on the assets it seems odd to give them to everyone but never have them on screen.
Edited by Karyudo ds, 21 October 2013 - 11:15 AM.
#37
Posted 21 October 2013 - 11:16 AM
haruko, on 20 October 2013 - 11:21 AM, said:
The top hatch can blow out but it'd be a tight fit and he might lose an arm if he doesn't tuck in:
And he sure as hell can't eject through the entry hatch, as the thing is already a tight fit:
More proof that the spiders to damn small. Maybe they should just make it a power armor suit and call it a day.
#39
Posted 21 October 2013 - 11:36 AM
#40
Posted 21 October 2013 - 11:40 AM
PropagandaWar, on 21 October 2013 - 11:16 AM, said:
Ironically it is in scale, it isn't too small, it's properly sized, the pilot fits into it fine and the view from the cockpit is the same as it isn in-game in the model.
I find it funny that it's correctly sized while the Commando isn't...
Here's a view from the inside:
Also something I want to point out, all of the images in this thread barring the Spider chasing infantry one, the Shadowhawk one, the Dropship ones and the pilot with helm were made like weeks ago when I was first learning blender, I've gotten better since then so sorry if they're kinda crappy, I can do better ones now.
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