Page 9 of 16 FirstFirst ... 5678910111213 ... LastLast
Results 161 to 180 of 311

Thread: SSGX development - Official Art (large images)

  1. #161
    Join Date
    Jan 2011
    Timezone
    GMT + 1
    PSN ID
    Apple-Guy-Cipher
    Posts
    1,922

    Default

    looking good, love how it's completely different from a normal wipeout track
    what should those 2 massive walls represent though?

    Cipher

  2. #162
    Join Date
    Dec 2011
    Timezone
    GMT + 7
    Posts
    106

    Default

    It's a large wall-like structure with plants growing over one side. The track runs right underneath it.

  3. #163
    Join Date
    Jan 2011
    Timezone
    GMT + 1
    PSN ID
    Apple-Guy-Cipher
    Posts
    1,922

    Default

    think i know what you mean (couldn't find refs of it though, damn chinese wall keeps popping up )

    Cipher

  4. #164
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Zepher's prototype is done: Zepher ZY

    Attachment 7971

  5. #165
    Join Date
    Jan 2011
    Timezone
    GMT + 1
    PSN ID
    Apple-Guy-Cipher
    Posts
    1,922

    Default

    invalid attachment

    Cipher

  6. #166
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    #$@%&%$

    Here: http://threedmaniak.deviantart.com/a...type-396048338

    Also: I know the bump map looks a bit weird, but it was a quick fix.

  7. #167
    Join Date
    Jan 2011
    Timezone
    GMT + 1
    PSN ID
    Apple-Guy-Cipher
    Posts
    1,922

    Default

    what's wrong with the bump map? looks fine to me lol
    don't go too hard on yourself ;-)

    Cipher

  8. #168
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    It looked a bit distorted and pixelated because it was overlaying the dark panel lines.

  9. #169
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Post

    Hello folks. Just a quick question to the dev team: could you guys provide large, high quality images showing the individual team logos (like the tiny ones on your website) so that we, the fans, could make t-shirts and other things out of them? Just food for thought. PS I LOVE Hubian and the Zepher prototype, looking great guys!

    Cheers,

    DDD113

  10. #170
    Join Date
    Feb 2012
    Location
    HE, Germany
    Timezone
    GMT + 1
    PSN ID
    docfo4r
    Posts
    1,044

    Default

    Hey DDD113,

    making t-shirts etc. out of the logos is a very cool idea. It would also help to get more people into SSGX
    Currently the team [and also track] logos are made by different people from the team. We will throw the logos all together and once we have them in a good enough quality we will place 'em here and into the upcoming website.

    Cheers,
    docfo4r

  11. #171
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Post

    Awesome! Can't wait to get an IFREET shirt, I love that fiery logo . I've tried to get anyone who will listen interested in WipEout, and if I get them hooked on it (which I have done a few times) I tell them about SSGX, trying to spread the word. The reception you guys have gotten is steadily growing, so let's hope for the best!

  12. #172
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Default

    Also thanks for coloring the pads. I watched the new absorbing test at Draco Cavernae and you are clearly able to tell which pads are which from a distance, which will be a very nice feature. Plus the absorbing looks awesome, so it's just a win-win scenario!

  13. #173
    Join Date
    Feb 2012
    Location
    HE, Germany
    Timezone
    GMT + 1
    PSN ID
    docfo4r
    Posts
    1,044

    Default

    Thank you
    For the absorbing, we might tweak the animation a little bit but those will only be small changes so the general thing stays the same. And yeah, I am also happy the pads are now divided not only by shape but also by color

  14. #174
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Default

    Also, a question that's just been in the back of my mind for awhile... since you can't use Porto Kora for the first few "illegal" races in the Thruster ST-116, have you considered doing a 2048-style street circuit? It would have to be very basic, none of the swooping glass and metal sections that 2048 had, but just a track through the streets of some city. I just had the idea when I picked up 2048 yesterday, and I wanted to hear your input.

  15. #175
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    We thought of that right after we realised we couldn't use PK. It's going to be a street race style track in a modernized version of S. Paulo, Brazil.

  16. #176
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Default

    Awesome. Got any concept art? (I'm just curious)

  17. #177
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    We haven't thought that far yet. We've got to finish what's on our plate first.

  18. #178
    Join Date
    Feb 2013
    Location
    United States
    Timezone
    GMT -6
    PSN ID
    DDD113
    Posts
    562

    Post

    Alright, I understand. That IFREET prototype is looking great, by the way.

  19. #179
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Thanks!
    It's already done:

  20. #180
    Join Date
    Mar 2013
    Location
    Germany, North-Rhine Westphalia
    Timezone
    GMT + 1
    PSN ID
    JonnydotB
    Posts
    1,355

    Default

    Shape looks like an Icaras while the livery reminds me an AG-Systems mixed with a '05 Ferrari :-P

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •