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 Post subject: Re: Random wip 2012+Posted: 31 May 2012, 18:18
 Modeler

Joined: 10 May 2009, 11:27
Location: on new sidney
 well i mean, the style is nice, doesn't mean its for a warhammer spring ^^I did textured the "rhino" with a battletech ghost bear symbol for fun xD

 Post subject: Re: Random wip 2012+Posted: 31 May 2012, 18:28
 Journeywar Developer & Mapper

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
 FLOZi wrote:Warhammer Spring attempt #3? 4? 5? 40 m´Kay?okay, that one sucked

 Post subject: Re: Random wip 2012+Posted: 01 Jun 2012, 00:14
 Evolution RTS Developer

Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
 aGorm wrote:I have a question though. Does anyone know what angles I would have to rotate the to rubix cube by to achive the current rotation from a nuetral flat position (like this ■ to this ♦ , which I would need to do to be able to spin things? Only I just fudged it into that position after not being able to work it out...Rotate 45 degrees, turn on the x axis 45 degrees, turn on the z axis 45 degrees.I think anyway, one of those might need to be a 90 degree turn. Make sure that the object origin is in the exact center of the cube and figuring it out will be much easier.

 Post subject: Re: Random wip 2012+Posted: 01 Jun 2012, 00:22

Joined: 02 May 2005, 02:56
 Forboding Angel wrote:aGorm wrote:I have a question though. Does anyone know what angles I would have to rotate the to rubix cube by to achive the current rotation from a nuetral flat position (like this ■ to this ♦ , which I would need to do to be able to spin things? Only I just fudged it into that position after not being able to work it out...Rotate 45 degrees, turn on the x axis 45 degrees, turn on the z axis 45 degrees.I think anyway, one of those might need to be a 90 degree turn. Make sure that the object origin is in the exact center of the cube and figuring it out will be much easier.I said 45x 35.26z ...Attachment: cube on point..zip [1 KiB] Downloaded 13 times You answer is wrong.

 Post subject: Re: Random wip 2012+Posted: 01 Jun 2012, 08:19
 Map Creator

Joined: 12 Jan 2005, 10:25
Location: Still signing off after all these years
 Don't worry Sinbad I already tryed your method and it worked exactly as I wanted. Just texturing it at the mo.

 Post subject: Re: Random wip 2012+Posted: 01 Jun 2012, 13:47
 Moderator

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
 I certainly hope the cube will "solve" itself! (rotating until all sides are same color and then fly into space while "Thus Spoke Zarathustra" plays)Could scramble it and then do the same operations backwards, for cheating

 Post subject: Re: Random wip 2012+Posted: 01 Jun 2012, 14:08

Joined: 02 May 2005, 02:56
 I forget what the pattern is but there is a repeating cycle that you can perform on a rubik's cube such that it goes from solved to messed up and back to solved (I don't recall the exact moves but you start spinning and if you were to follow a face it would traverse the five other faces of the cube and then return to the original with the cube solved again) Last edited by SinbadEV on 01 Jun 2012, 14:13, edited 1 time in total.

 Post subject: Re: Random wip 2012+Posted: 01 Jun 2012, 14:12
 Map Creator

Joined: 12 Jan 2005, 10:25
Location: Still signing off after all these years
Well, I was just going to do it like this...

As I didn't want it to be a jumble of colours, or to confuse people over its team... Also due to a certain amount of UV space sharing its not possible to do each face seperatly...

::EDIT:: Also thinking about it, would that not be a nightmare to script, as each peice would have to be on its own (I was thinking each side was 1 piece...)

aGorm

 Attachments: grab2.jpg [94.71 KiB] Downloaded 2 times

 Post subject: Re: Random wip 2012+Posted: 01 Jun 2012, 16:27
 Damned Developer

Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
 aGorm: when you do your AO bakes, I would add some spacing to geometry that is very close together like the cubes so that the AO isn't nearly as strong in the inner sections.Also, in general I remove all mirrored as in overlapping UV coordinates simply for baking reasons as the triangles get rendered unsorted, to prevent overbaking and such which can have some pretty ugly results.

 Post subject: Re: Random wip 2012+Posted: 02 Jun 2012, 18:15
 Content Developer

Joined: 13 Jan 2005, 00:46
Location: Life is short, you're capable.
 The Demi-Frame:30-40ft tall.carries light weapons systems and traps.

 Post subject: Re: Random wip 2012+Posted: 02 Jun 2012, 18:41
 Blood & Steel Developer

Joined: 25 Aug 2004, 12:31
Location: Has not played *a in years.
 can it have jet packs and shoulder cannons? im guessing it is similar to omni-mech esque modular config.

 Post subject: Re: Random wip 2012+Posted: 02 Jun 2012, 19:19
 Content Developer

Joined: 13 Jan 2005, 00:46
Location: Life is short, you're capable.
 this may help some people visualize what I am doing here.(click for larger)

 Post subject: Re: Random wip 2012+Posted: 03 Jun 2012, 00:16
 Journeywar Developer & Mapper

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
 can civilians and soliders be footstomped by mechas?

 Post subject: Re: Random wip 2012+Posted: 03 Jun 2012, 01:02
 Content Developer

Joined: 13 Jan 2005, 00:46
Location: Life is short, you're capable.
 no civilians, just my size reference.

 Post subject: Re: Random wip 2012+Posted: 03 Jun 2012, 01:17

Joined: 02 May 2005, 02:56
 smoth wrote:no civilians, just my size reference.Awe... not even as an escape pod that returns to base like in Metal Warriors?

 Post subject: Re: Random wip 2012+Posted: 08 Jun 2012, 14:07
 Map Creator

Joined: 12 Jan 2005, 10:25
Location: Still signing off after all these years
And it's in game... I'm getting better at doing these quicker...

 Attachments: ingane.jpg [77.09 KiB] Downloaded 2 times

 Post subject: Re: Random wip 2012+Posted: 08 Jun 2012, 23:43
 Journeywar Developer & Mapper

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess

 Attachments: conTruck.jpg [278.53 KiB] Downloaded 2 times

 Post subject: Re: Random wip 2012+Posted: 09 Jun 2012, 22:04
 Content Developer

Joined: 13 Jan 2005, 00:46
Location: Life is short, you're capable.
 Had a bit more time to spare on the demi.

 Post subject: Re: Random wip 2012+Posted: 09 Jun 2012, 22:18
 Zero-K Developer

Joined: 10 Sep 2008, 02:11
Location: Bayesian space monkeys
 You guys are all so good at this! aGorm: I love that bump-mappy texture on the cube and also the details on the metal parts! Picasso: Woah, you just keep improving... o_osmoth: Excellent as always, but also...

 Post subject: Re: Random wip 2012+Posted: 09 Jun 2012, 23:50

Joined: 02 May 2005, 02:56
 MidKnight wrote:smoth: Excellent as always, but also...I feel like that's probably just a texture issue... I imagine the final version will look more "plated" and less "body builder legs".

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