MamiyaOtaru
Spaceman
Welcome to the forums (officially )
I wouldn't worry too much about modelling humans. These humans will all be wrapped in flight suits and wearing helmets so one doesn't have to worry about all the finer points of anatomy
Once a model is made and mapped, changing the skin shouldn't be too bad. At the very least, we could do some color swaps. I'll try to explain the faction specific skinning here (it is actually rather easy) I'll use the Talon as an example.
The model uses several textures, one of them being talontop.png. When a talon is loaded in game, the first thing the engine looks for is *factionname*-talontop.png In other words, to load a retro talon, tha game automatically looks for retro-talontop.png. If this texture exists (it does) it is used to create a Talon in the retro faction. If no faction specific texture exists, the game uses the one specified in the mesh file. Of course that means all the skins have to use the same mapping/layout, though that generally isn't an issue.
I wouldn't worry too much about modelling humans. These humans will all be wrapped in flight suits and wearing helmets so one doesn't have to worry about all the finer points of anatomy
Once a model is made and mapped, changing the skin shouldn't be too bad. At the very least, we could do some color swaps. I'll try to explain the faction specific skinning here (it is actually rather easy) I'll use the Talon as an example.
The model uses several textures, one of them being talontop.png. When a talon is loaded in game, the first thing the engine looks for is *factionname*-talontop.png In other words, to load a retro talon, tha game automatically looks for retro-talontop.png. If this texture exists (it does) it is used to create a Talon in the retro faction. If no faction specific texture exists, the game uses the one specified in the mesh file. Of course that means all the skins have to use the same mapping/layout, though that generally isn't an issue.