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I, for one, welcome our new robotic overlords

Posted: 24 Mar 2012, 14:49
by Beherith
The new Core Commander for the BA remake.

Image

Criticism is welcome in the form of a patch to http://code.google.com/p/baremake/

Re: I, for one, welcome our new robotic overlords

Posted: 24 Mar 2012, 15:21
by Jazcash
Love it.

Re: I, for one, welcome our new robotic overlords

Posted: 24 Mar 2012, 16:24
by Beherith
Also, I need help in animating this model, I suck at kbots :(

Re: I, for one, welcome our new robotic overlords

Posted: 24 Mar 2012, 16:30
by scifi
i love it, i dislike the head a bit though, make it a bit smaler, perhaps.

Re: I, for one, welcome our new robotic overlords

Posted: 24 Mar 2012, 16:57
by smoth
yeah, shrinking the head might make sense.

Re: I, for one, welcome our new robotic overlords

Posted: 24 Mar 2012, 17:06
by zwzsg
The large gas mask and eyes don't enter in the way I picture a commander.

But very nice model and texture otherwise! I like the little wear marks, the contrast between team colored armor and grey underneath, that it is simple and easy on the eye despite the details.

Re: I, for one, welcome our new robotic overlords

Posted: 24 Mar 2012, 17:17
by FireStorm_
Looks great. Battle hardened, yet ready for more. :-)
I wonder if the head is even a separate piece. Doesn't look like it can/should rotate.
I could give a try animating it. I hardly make anything but humanoids. :-)

Re: I, for one, welcome our new robotic overlords

Posted: 24 Mar 2012, 18:05
by Beherith
I would be eternally grateful. PM me a gmail address and I'll give you commit access to BAR repo.

Thanks!

Re: I, for one, welcome our new robotic overlords

Posted: 24 Mar 2012, 18:12
by Licho
Looks bad-ass, really pretty! :-)

Re: I, for one, welcome our new robotic overlords

Posted: 24 Mar 2012, 18:37
by zerver
Wow, really nice...

Re: I, for one, welcome our new robotic overlords

Posted: 24 Mar 2012, 19:27
by gajop
would it make sense to see the untextured version? these new textures are so amazing they could probably make cubes look superior to old BA models

Re: I, for one, welcome our new robotic overlords

Posted: 25 Mar 2012, 05:19
by Google_Frog
Beherith wrote:Also, I need help in animating this model, I suck at kbots :(
I know. Does this mean I have to fit it in ZK so you can have a good animation?

Re: I, for one, welcome our new robotic overlords

Posted: 25 Mar 2012, 05:52
by Pxtl
Google_Frog wrote:
Beherith wrote:Also, I need help in animating this model, I suck at kbots :(
I know. Does this mean I have to fit it in ZK so you can have a good animation?
Hey, the Battle Comm and Strike Comm need new models anyways.

Re: I, for one, welcome our new robotic overlords

Posted: 25 Mar 2012, 13:51
by SirArtturi
I Like it.

Though I agree that head could be smaller, would look better.

Re: I, for one, welcome our new robotic overlords

Posted: 25 Mar 2012, 15:02
by PicassoCT
Head is good. This is a RTS .. here every Unit has a oversized head, big shoulders, and elephant feet. Else Youve got to use the LoopWidget from Orbit.

Re: I, for one, welcome our new robotic overlords

Posted: 26 Mar 2012, 00:01
by Petah
Looks good, head size and all.

Re: I, for one, welcome our new robotic overlords

Posted: 26 Mar 2012, 00:03
by 1v0ry_k1ng
It looks pissed off, I like that in a core commander... all that stealthy arm bullshit takes it out of a 50ft killing machine.
Google_Frog wrote:
Beherith wrote:Also, I need help in animating this model, I suck at kbots :(
I know. Does this mean I have to fit it in ZK so you can have a good animation?
Horay, now we can have a super-heavy assault commander! In addition to its other weapons, it's clearly got to have two built-in cyclops eyebeams.

Re: I, for one, welcome our new robotic overlords

Posted: 01 Apr 2012, 09:06
by Neddie
1v0ry_k1ng wrote:It looks pissed off, I like that in a core commander... all that stealthy arm bullshit takes it out of a 50ft killing machine.
Google_Frog wrote:
Beherith wrote:Also, I need help in animating this model, I suck at kbots :(
I know. Does this mean I have to fit it in ZK so you can have a good animation?
Horay, now we can have a super-heavy assault commander! In addition to its other weapons, it's clearly got to have two built-in cyclops eyebeams.
During normal use it will wink repeatedly with various periods of stability, alternating eye use and at times scattering beams into smaller segmented bursts.