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 Post subject: aGorm Mod Images
PostPosted: 25 Feb 2010, 21:53 
Map Creator
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Joined: 12 Jan 2005, 10:25
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I thought, save always cloging up random works with stufff, I'd start my own thread. That way everythings nice and central.

I have finaly finished the Cybernaut King... (Or whatever I end up calling it... king just seems to have stuck att he mo.)

Image

Image

Enjoy! I've also stared work on a factory for the Mega Bears... will post some pics tomoz.

aGorm


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 Post subject: Re: aGorm Mod Images
PostPosted: 25 Feb 2010, 22:04 
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Joined: 08 Sep 2008, 21:59
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let me be the first to say "BOOYAH GRANDMA!" excellent work.


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 Post subject: Re: aGorm Mod Images
PostPosted: 25 Feb 2010, 23:45 
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I really like this one, thought I feel the legs need more work. Also the mega bears sounds like some excessively hairy men.


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 Post subject: Re: aGorm Mod Images
PostPosted: 26 Feb 2010, 08:22 
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the sword-effect is superb dude, i cant wait until i let the bears fighting these robots (or what ever)


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 Post subject: Re: aGorm Mod Images
PostPosted: 26 Feb 2010, 10:04 
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Thanks for the feedback! This is the place for it! If you could explane what you think could be done on the legs Beherith that would be great (unless you think I should start again! :P )

aGorm


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 Post subject: Re: aGorm Mod Images
PostPosted: 26 Feb 2010, 10:08 
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I feel that compared to the general well roundedness of the torso and arms and head, the feet are very blocky and simple, while the calves are also a bit blocky, and the knees dont show form or function. But do not listen to all this, because Im not experienced an modeller, and wouldnt know how to change it myself.


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 Post subject: Re: aGorm Mod Images
PostPosted: 26 Feb 2010, 11:11 
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21
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I believe the feet are a bit small. If that's the way you want it, then go for it. But if I have any criticism it is that the feet are too small. Great posing by the way.

I also don't much care for the sickle attached to the gun, but that is probably a matter of taste.

Really great job overall by the way. Blows my pathetic models out of the water.


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 Post subject: Re: aGorm Mod Images
PostPosted: 26 Feb 2010, 17:34 
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you could add some wear and tear to the armor pieces, right now everything's just flat. still nice though


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 Post subject: Re: aGorm Mod Images
PostPosted: 01 Mar 2010, 15:03 
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Thanks fo all the coments, I shall see what I can tweek up on the king, I agree the legs are a tad dull in that they are just armor plates... I'll have to think somthing up for them.

I'm also torn on how much wear to put on stuff... I mean, for instance, if this guys so hard, and the head honcho, he's likly to be in good nick right? But maybe not... I guess atleast dirt is easy to add later!

For now, I leave you with teh bear mech shop.

Image


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 Post subject: Re: aGorm Mod Images
PostPosted: 01 Mar 2010, 16:11 
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Joined: 15 Dec 2008, 15:53
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this is too cool


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 Post subject: Re: aGorm Mod Images
PostPosted: 01 Mar 2010, 16:33 
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Very snazzy looking.

Oh, the wonder's of gradients...


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 Post subject: Re: aGorm Mod Images
PostPosted: 01 Mar 2010, 16:49 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Quote:
I agree the legs are a tad dull in that they are just armor plates... I'll have to think somthing up for them.
Are you making a first person shooter, or a strategy game?

Or maybe you're one of those weirdoes that pretent to play Spring in close-up FPS view?

Because otherwise, time spent detailing the leg would be better spent making a good radar icon.

:wink:


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 Post subject: Re: aGorm Mod Images
PostPosted: 01 Mar 2010, 17:04 
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adding dirt and wear takes like 10-30 minutes... you get a few overlay textures, paint a few masks, maybe add another layer for some highlights and recompile your spec/refl maps... when you get stuck at some point you might as well take a break and draw a damn radar icon


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 Post subject: Re: aGorm Mod Images
PostPosted: 01 Mar 2010, 17:12 
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zwzsg wrote:
Are you making a first person shooter, or a strategy game?

Or maybe you're one of those weirdoes that pretent to play Spring in close-up FPS view?

Because otherwise, time spent detailing the leg would be better spent making a good radar icon.

:wink:


Good point... I'll leave it for now! :P And Work on more important things...

(PS incase anyone thinks that mech shop is at all finished... I've only done the roof and 1 wall so far. The rest is just plain AO pass...)

aGorm


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 Post subject: Re: aGorm Mod Images
PostPosted: 01 Mar 2010, 17:40 
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Joined: 23 Oct 2004, 00:43
A Spring RTS requires dozens of units. When you get something looking that good, it's time to drop it and say NEXT!


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 Post subject: Re: aGorm Mod Images
PostPosted: 01 Mar 2010, 19:51 
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Quote:
Thanks fo all the coments, I shall see what I can tweek up on the king, I agree the legs are a tad dull in that they are just armor plates... I'll have to think somthing up for them.
A normalmap will fix most of it. There's plenty of detail there, it just needs to catch the light realistically.


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 Post subject: Re: aGorm Mod Images
PostPosted: 02 Mar 2010, 19:40 
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Joined: 15 Dec 2008, 15:53
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'legs' look ok, i would just make feets longer


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 Post subject: Re: aGorm Mod Images
PostPosted: 02 Mar 2010, 20:09 
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Joined: 02 May 2005, 02:56
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If your bot is being built by nano-technology and self healing there is no reason not to expect them to always be in pristine condition... leave the wear and tear for the bear team.


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 Post subject: Re: aGorm Mod Images
PostPosted: 03 Mar 2010, 15:03 
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Image

Almost there... And yes, bears are much more worn looking.

aGorm


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 Post subject: Re: aGorm Mod Images
PostPosted: 03 Mar 2010, 15:21 
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Joined: 26 Sep 2009, 20:26
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cool! its the bear hangout!


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