The K65N and K100 are assault tanks, get in close and smash their face in with the big guns (and the K65N's SRM swarm) The K70 is more of a general purpose tank, effective at all ranges but probably better to leave the close assaults to K65N/K100 variants
Joined: 10 May 2009, 11:27 Location: on new sidney
Lovely tanks!
im back after a couple days, well PL, i agree i made it so that 100% of the texture reflects light like a metal surface, ill have to rework it thanks. It has been a while since i made a texture 2, when i got to make it i was like, dam how do i know what to reflect or not, ill think about it later xD.
some recent stuff im trying to make, bare in mind its all WIP i want some feedback on the human model, im not very good at modeling organic stuff, some help would be appreciated.
Last edited by scifi on 09 Aug 2012, 23:00, edited 1 time in total.
Joined: 10 May 2009, 11:27 Location: on new sidney
Maybe 4 times the size of an s44 infantry unit,if not more, i want them to be bigger you know. But the combat system yes thats something i have to look since im looking for fast gunpowder combat, a bit steam-punk style without mechs, grenades pillboxes and soforth. All of the units are going to be human, if im able to provide on that promise.
The idea on this mod, is to make a age of empire style of combat system, you evolve as you go with your upgrades in your diferent kind of barracks.(Morph system). Early units witch disappear with the next morph and so on. Your looking at Armour classes and so forth. Also this means who evolves faster eventually wins the game.
I wanted to make a resource gathering system, but as you know for starters its easier to use the regular metal extraction system, until i get something more substantial released.
What i plan on doing right of the bat, is replacing energy with a housing/farm system, however unit limit wont play a part in it yet(if it ever will). Essentially food/houses will allow for the production of the most basic units, if you morph the houses/farms further those will start to produce a different type of resource to upgrade your barracks.
Joined: 10 May 2009, 11:27 Location: on new sidney
FLOZi wrote:
CT has a working resource gathering gadget. Sounds like an interesting game.
Still I think modelled fingers is too much.
indeed but i as i went on, with blender, i just had to make them even if i remove them later on, since this is using a subdivision modifier i can reduce the detail on it. Or remove the fingers totaly.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
cute tanks!
wheel mex(?): There are bearings for the axis on both sides but it does not look like there is anything to actually turn it. Maybe some gears to get the power from the "machine house" with the smoke stack to the wheel?
humans: The head looks too flat at front imo. There should be slight dents/holes for the eyes. Atm they look like wearing a spiderman mask.
cool human model, sci; if it's for spring you may want to use "mitten hands" combining all of the fingers into a single model and then giving the appearance of fingers via normal map
good to see you're "off the wagon" pressureline, cool model
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