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My take on the Thargoids

Discussion and information relevant to creating special missions, new ships, skins etc.

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My take on the Thargoids

Post by Scarecrow »

Whilst I wrestle with materials and shaders in the Seraphim thread, and as part of my 'learn Z-Brush' training, I've started work on an alternative Thargoid.

1488 triangles with normal maps generated both from hand-drawn greyscale height maps in Photoshop (mouth and eye) and from a high detail mesh sculpted in Z-Brush (the tentacles). This is an early first go at the Thargoid Carrier, it may change stubstantially. I imagine the fighters as little parasitic wasp things, maybe'.

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Post by DaddyHoggy »

Woot!!! :shock: 8) (They're not Thargoids - but I like 'em!)
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Post by Diziet Sma »

DaddyHoggy wrote:
Woot!!! :shock: 8) (They're not Thargoids - but I like 'em!)
I agree.. Looks more Octopoid than Insectoid, but they'd make an awesome new alien threat for an OXP.
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Post by lfnfan »

mean looking thing!

Plenty of arms, but no armaments?
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Post by Thargoid »

Nice, but a little jarring having two "levels" with the same size on each but just rotated.

Might look better with the top "arms" smaller than the lower ones perhaps, or just a single level of 8?

But would certainly go very well with my design for the Thargoid jumpgate :twisted:
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Post by Scarecrow »

Yeah, I'm not convinced by the amount of arms and the composition yet. It's a bit repetitive.

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Post by Disembodied »

How might it look if the two levels of tentacles counter-rotated?
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Post by Commander McLane »

Didn't we have the suggestion of introducing Eldritch Abominations into the Ooniverse at some point? Big living creatures in deep space, or something like that?

While this tentacle being certainly has nothing whatsoever to do with Thargoids, it would also certainly be a prime candidate for such a deep space creature. And for this I like it, I like it a lot. :D

A suggestion: scrap the second ring of arms, let there be only eight, and the mouth underneath. But, more important: Would it be possible with shaders to make the arms move up and down? That would be cool! :shock:
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Post by Frame »

uhmm i would like to see some vertex fragment manipulation on those "arms" ...
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Post by Gimi »

Makes me think of the "Amnion" in Stephen Donaldsons "The GAP Series"
Grown ships of superior quality and precision, but low in numbers and production capacity.

Makes for a good setting in an OXP
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Post by allikat »

Turn them black, and I'm thinking the shadows from B5...
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Post by Scarecrow »

Yeah, a lot of Shadow, mostly Tyranid though.
To be fair, the more I look at it, the less I like it. It's what my old graphics tutor would call, 'the beginning of an idea.'

Ho hum. I like the sound of the giant, mysterious living ships though.

Very interesting...

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Post by Killer Wolf »

agree it's nothing like an insectoid Tharg, but it's great as a squishy creature.

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Post by JensAyton »

Commander McLane wrote:
A suggestion: scrap the second ring of arms, let there be only eight, and the mouth underneath. But, more important: Would it be possible with shaders to make the arms move up and down? That would be cool! :shock:
Possible, but difficult. The normal way to do this would be a skeletal animation system: you lay out a bunch of jointed rods, define the relationship of each vertex to the rods, and animate the rods to deform the mesh. There’s no way to do this in Oolite, though, so you’d need to calculate the animation of each vertex based only on its original position. The only animation of this type done for Oolite to date is Griff’s recoiling turrets, and that’s a lot easier.
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Post by Frame »

Ahruman wrote:
Commander McLane wrote:
A suggestion: scrap the second ring of arms, let there be only eight, and the mouth underneath. But, more important: Would it be possible with shaders to make the arms move up and down? That would be cool! :shock:
Possible, but difficult. The normal way to do this would be a skeletal animation system: you lay out a bunch of jointed rods, define the relationship of each vertex to the rods, and animate the rods to deform the mesh. There’s no way to do this in Oolite, though, so you’d need to calculate the animation of each vertex based only on its original position. The only animation of this type done for Oolite to date is Griff’s recoiling turrets, and that’s a lot easier.
how about a wavy flag like animation for each leg, that would be needed to be split into sub entities, and rotated ?

while not having tried to translate this into oolite vertex shader

Code: Select all

struct appdata 
{
	float4 position : POSITION;
	float4 color	: COLOR0;
	float3 wave	: COLOR1;
};

struct vfconn
{
	float4 HPos	: POSITION;
	float4 Col0	: COLOR0;
};

vfconn main(appdata IN,	uniform float4x4 ModelViewProj)
{
	vfconn OUT;			// Variable to handle our output from the vertex
					// shader (goes to a fragment shader if available).

	// Change The Y Position Of The Vertex Based On Sine Waves
	IN.position.y = ( sin(IN.wave.x + (IN.position.x / 5.0) ) + sin(IN.wave.x + (IN.position.z / 4.0) ) ) * 2.5f;
	
	// Transform The Vertex Position Into Homogenous Clip-Space (Required)
	OUT.HPos = mul(ModelViewProj, IN.position);

	// Set The Color To The Value Specified In IN.color
	OUT.Col0.xyz = IN.color.xyz;

	return OUT;
}
I Know Griff tried his hand at it, at a time..

This is NEHEs example of a vertex shader that creates a wavy effect of a mesh, so like the arms would wiggle up and down..

The reason I'm asking this is because some effects of mine I have planed, includes some heavy vertex manipulation...
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