from a mechanical/engineering point of view, the cone part of the legs plus how they are attached to the rest makes no sense. kind of hurts the eye/brain. the way it is attached is prone to break on normal walking, and the cones... just imagine it walking in muddy terrain.
otherwise looks nice! :D
Last edited by hoijui on 27 Jul 2010, 16:11, edited 1 time in total.
I think a needle coming out at a similar angle as the final leg joints (where cones are attached to it seems) would suit the model a lot better.
Not reading description as such, the model looks like scout/something fast.
Is it possible to make units automatically jump in spring, if there is an obstacle in front, and the jump solution can be found? Because it would be totally awesome if this thing could run + auto jump whatever is in the way.
Overall a super, super design and model. I really dig it. As a unit in a game though, it conjures monstrous nightmares in my low-skill oriented brain. Probably why Conflict Terra is so simple graphically.
I definitely agree that the cone feet need to be redone. Compared to the extraordinary detail in the rest of the model, the cone feet clash and detract from the overall feel. If you're still wanting some cone-like feet, I would think of a better way to attach them, and put some more anomalies in the cones themselves.
I like the cone feet. I know its not practical, but from the feel/art perspective its right. It makes it look like something like and dangerous which can hurt you. Also can move fast. Which is probably what it is. Its also more insect-like.
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
You can be polyhigh as much as you like, when it comes to expensive, experimental-units. Also great Spiderbot, i like it.
And keep those walkingcones the way they are, only adds to the amazement of the players, if there scifijacksense tingletells them, that this could not work with todays sience.
200 years ago, people thought that a trainride could smash the human body due to high speed, see, some materials can quite suprise the researcher willing to risk it.
Joined: 10 May 2009, 11:27 Location: on new sidney
PS:new model below
Awnsers: Thanks all for the kind words :)
if its supose to be a huge model ingame, the detail count can go up higher since the player suposely will make only 1 of these units.
But still it can look good if i make it the size of a reaper and a goly.
SanadaUjiosan: Well the problem of detailed models is uvmaping and texturing process witch can take more time than what was spent in making the model itself. The trick is neither add to mutch details nor less, some people like the details made in the textures, some mixed, other rely heavy on the actual model, and just add simple color paletes to the model. Actualy depends on taste, but its a hell of a job uvmaping these kind of models.
Licho: yeah the cone feet are for that insectoid feel, i think you got the what i tried to demonstrate :D
JohannesH: yes your rigth but depends on what you want, i can always increase the size of the cones:p
Petah: thanks for the offer but ill try it myself, i want to give it a go at uvmaping and texturing this giant
PicassoCT:most scifi designs are imposible with present tecnology, but still one can use imagination
Google: yeah precisely why i made this model, so that it could have a nice walking script, though its a bit complicated, perhaps if the texture work is somewhat average i can handle the model for scripting. Still i doubt ill finish the uvmap.
CaptainPoo: yeah but i think if i make it the size of a goliath it would still look good imo
and heres another model i made today, ^^ tell me what you think
Petah: thanks for the offer but ill try it myself, i want to give it a go at uvmaping and texturing this giant
All good, I was just going to test out how well Sculptris would work for painting (in 3D) models like this. But I lack any quality models to paint. Got any other models you wouldn't mind me having a go at?
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