View topic - MidKnight's Models! (new:I am back at it!)



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What should I work on next?
Core t2 walker? 14%  14%  [ 5 ]
Core t3 mech? 19%  19%  [ 7 ]
Core heavy gunship? 11%  11%  [ 4 ]
Arm heavy gunship? 3%  3%  [ 1 ]
Arm fighter? 11%  11%  [ 4 ]
My own mod? 43%  43%  [ 16 ]
Total votes : 37
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PostPosted: 03 Feb 2009, 00:54 
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Joined: 10 Sep 2008, 02:11
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This is where I'll post my models from now on. A link to the newest model will always be on the first post, while older models will be posted chronologically :P


NEWEST MODELS: A Gunship Plant!

List of Models:
Visgoth - zeus replacement (page 1)
Albatross - aircraft carrier (page 1)
Lotus - LLT (page 1)
Brawler - Heavy gunship (page 1)
Betta - aircraft (page 1)
Stinger - HLT (page 1 - 4)
Raven - light gunship (pages 4-8)
Marshmellow - Light EMP drone (pages 8-11)
Cirrus - Radar plane (pages 10-11)
Milo - Artillery/skirmisher bot (page 11)


Model source will be posted on the post of the model, or available inside the Model Database at http://planet-wars.eu/ModelBase

all models are free to use as long as I am accredited


Last edited by MidKnight on 04 Aug 2009, 05:22, edited 21 times in total.

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 Post subject: Re: MidKnight's Models!
PostPosted: 03 Feb 2009, 00:54 
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Older models:
Albatross - Carrier
Aircraft carrier, made in a sudden burst of inspiration. :-)

Halfway through it, Saktoth told me he wants a higher bar of quality for higher costing units. I used a dirty, underhanded trick to marginally raise my bar of quality. :wink: Can you spot it?

Revision: 1 - Status: Partially UVmapped


Pics:
Image
Render (doesn't do it justice :|
Image
Tested ingame using another unit's texture image. No, Febreeze will not wash this out of your eyes. Cazn you guess which unit's texture it is though?
Image
Another shot :mrgreen:

Lotus: light point defence turret
I've had this idea in my head for a long time :mrgreen:
Didn't come out exactly as I envisioned it, but good enough.

Revision: 3 - Status: Fully ingame, awaiting dev approval
Pics:
Image
:mrgreen:
Image
Next to the newly-touched-up brawler remake
Image
Next to the old LLT
Image
Render while firing (now do you understand? :P )


Last edited by MidKnight on 03 Feb 2009, 01:11, edited 3 times in total.

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 Post subject: Re: MidKnight's Models!
PostPosted: 03 Feb 2009, 00:54 
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:mrgreen:

650 triangles - 400 polies with optimization thanks, Hoi :-)

Image
when attacking

Image
when traveling


Update!
got tons of things done. the feedback on betta helped very much with improving my skills! thanks everyone! :mrgreen:
now to the pics:
Image
A little... eh, miscalculation in upspring caused this. :-)
Brawler photoshoot :P
Image
front!
UPDATE:
Normals fixed, reflection map retouched:
Image
Cool, no? yes? maybe?
Image
Don't worry, I made sure that it won't turn into a dazzling sun and kill your eyes with bloom on. :P
source attached.
Everything is free to use as long as you credit me :-)
Also: would somebody please do me a favor and modify the CA banshee's script (and add the gatling gun anims) so that this can go ingame? Many thanks in advance! :P


Last edited by MidKnight on 03 Feb 2009, 01:04, edited 1 time in total.

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 Post subject: Re: MidKnight's Models!
PostPosted: 03 Feb 2009, 00:55 
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Betta: An aircraft :P

a question:
I have a model I'd like to post, but i need to know: should i post my models in different threads (a la Mr. D) 1 big thread (a la cremuss) or 1 bg thread + editing main post (a la my betta fighter)? The sooner you guys tell me, the sooner I'll be able to post my newest model :mrgreen: . and I promise it'll be better than betta :wink:




This is my model for a light core gunship. Originally it was designed specifically to replace CA's blastwing, but halfway through modeling we realized that that wouldn't be a good idea, so it's design changed a bit.

Current state: Model revision 6 (streamlined) or 9 (broad shouldered) - Texture revision 5-5 or Argh texture - Works in game, Pending feedback, reconfiguration

Edit (read please): I think the current animation style is awkward, hard, wasteful, and boring. therefore, i think I'll replace it with a new style. The gunship would overshoot its target, so that it's back is facing the target, then it'd shoot a laser out of it's back. so, shall i change animes?

New edit: I have remodelled the unit based on Pxtl, Saktoth, licho, pressureline, and others' comments. now (I hope) it looks more like a core gunship and has less "evil" but more "lethal." Comments? :P



now then, enough text :-)
Pics (captions are below images):
Pics are in chronological order, newer pics at bottom

Image
the concept sketch
Image
another sketch, originally made for the benefit of the people in #ca
Image
first render
http://img83.imageshack.us/my.php?image=betta3grpdh7.png
the most horrible texture you will see in your LIFE!
http://img201.imageshack.us/my.php?image=teamcolorez6.png
the most horrible teamcoloring that you'll see in your life
Update:
model has been retextured and looks decent now! everyone admire my newfound texture skills! :-)
Image
The new texture 8)
Image
UpSpring render with teamcolor and some shoddy reflectivity/self-illumination :P

Newer update:
redesign and retexture:
Image
Viewport view (lol). What do you think of wing style?
Image
In UpSpring.

NOW INGAME!!! YAY!

Image
swarm!
Image
with improved textures! :mrgreen:
I still need some1 to whip up a BOS script for it... anyone?
Is this revision better?
Image
I tried to make it less organic looking. Comments?
Also: I badly need a BOS scripter to script this and some upspring whizz to tell me how to get it ready for spring
What i need now are comments, a skilled BOS scripter, and some texturing tutorials for the GIMP. thanks! :mrgreen:

Also: Argh's amazing revamp in the sources section at the bottom of this page


Last edited by MidKnight on 03 Feb 2009, 21:10, edited 2 times in total.

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 Post subject: Re: MidKnight's Models!
PostPosted: 03 Feb 2009, 00:55 
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CylinderBot: Cute little Core infantry bot

That's right!
This is my first model with arms and legs. I was afraid that they'd be too hard to do, but I managed to make them work without the no-joints-limbs-floating-in-the-air thing that OTA models do :-) . Please tell me if i did them right :mrgreen: .

Revision: 4 - Texture: not done - Status: Pending model finalization for uvmap

Remember, updates will always be in the first post! (usually under the older pics

This model is a core kbot, designed to replace the AK (a high goal, I know, especially since none of my other models have gotten into CA yet :-) )

It weighs in at ~1130 polies, with ~550 going towards the legs alone, and ~400 in the arms. It is pre-optimization and not uvmapped yet.

Pics!
Image
Aww... isn't he cute?
Image
Back
Image
This is how it'd look while firing (lack of an elbow is the product of my inability to pose models right, if the person doing the COB wants, they could give it elbows :wink: )
Image
Side view (with weapons collapsed)

By this time you're probably wondering why I designed it so strangely, with the giant cylinders and the tiny limbs (or maybe you already figured it out (or saw the gigantic picture below this text :P ))


This is why:
Image
Compact "wheel" form :-)


Revision 3 pics:
I did some selective scaling, tweaked some polies, improved the feet and joints.
Image
Revision 3 :-)
Image
Showing how the leg folds (luckily, robots don't feel pain :wink: )


Revision 4 pics:
Image
No more dumbell! (right?) :?
Image
A closer look



The cylinders can all rotate freely, and while the bot can't pivot, it can about-face to face it's opponent (with the help of some cob, that is :wink: )

I hope that this model gives me lots of texturing practice (gulp (BTW thanks hoi for the tutorials ^_^)) , helps me become a better modeler, and hopefully makes its way into CA. :-)


Start of Model Sources


Attachments:
File comment: Betta (argh's revamp) source
betta_revamp.7z [444.64 KiB]
Downloaded 58 times
File comment: Lotus source
Lotus.zip [885.29 KiB]
Downloaded 53 times


Last edited by MidKnight on 03 Feb 2009, 01:30, edited 4 times in total.
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 Post subject: Re: MidKnight's Models!
PostPosted: 03 Feb 2009, 00:55 
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More Model Source and Additional info :P
All models are free to use, as long as I'm credited :-)


Attachments:
File comment: CylinderBot source
CylinderBot4.zip [78.64 KiB]
Downloaded 51 times
File comment: Brawler source
Brawler.zip [623 KiB]
Downloaded 54 times
File comment: Betta sources
betta5.zip [568.7 KiB]
Downloaded 51 times


Last edited by MidKnight on 03 Feb 2009, 01:24, edited 3 times in total.
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 Post subject: Re: MidKnight's Models!
PostPosted: 03 Feb 2009, 01:02 
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MidKnight wrote:
Also: Argh's amazing revamp on page three


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 Post subject: Re: MidKnight's Models!
PostPosted: 03 Feb 2009, 01:05 
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lurker wrote:
MidKnight wrote:
Also: Argh's amazing revamp on page three

:lol: will be fixed shortly


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 Post subject: Re: MidKnight's Models!
PostPosted: 03 Feb 2009, 05:39 
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Location: Don't be silly. If there's no machine heaven, where do all the toasters go?
You put the word 'not' in there, but you didn't fix it, fix being to link to or include argh's revamp...


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 Post subject: Re: MidKnight's Models!
PostPosted: 03 Feb 2009, 09:28 
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Thanks for doing this, good luck with the modeling!


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 Post subject: Re: MidKnight's Models!
PostPosted: 03 Feb 2009, 21:11 
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lurker wrote:
You put the word 'not' in there, but you didn't fix it, fix being to link to or include argh's revamp...

Argh's revamp is and has been in the sources section.

Nonetheless, text fixed :P


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 Post subject: Re: MidKnight's Models!
PostPosted: 03 Feb 2009, 23:23 
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what is with the cannon on the Zeus's back? Is he suddenly a mortor bot as well?


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 Post subject: Re: MidKnight's Models!
PostPosted: 03 Feb 2009, 23:25 
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not a cannon! Railgun! no cannon! RAILGUN! :P

well, it may be a lightning gun...


BUT NOT A CANNON. :-)


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 Post subject: Re: MidKnight's Models!
PostPosted: 03 Feb 2009, 23:54 
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Image

This is the beginning of the end of the world. Take note.


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 Post subject: Re: MidKnight's Models!
PostPosted: 04 Feb 2009, 01:54 
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Don't be mean to my pretty pretty little cylinderbot! :P

On an unrelated note:
CORE HLT(!)
The sequel to Lotus, as yet unnamed.

Pics:
Image
render doesnt do it justice


Last edited by MidKnight on 05 Feb 2009, 01:49, edited 1 time in total.

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 Post subject: Re: MidKnight's Models!
PostPosted: 05 Feb 2009, 00:03 
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I like it.


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PostPosted: 05 Feb 2009, 01:48 
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Thanks, CarRepairer! :mrgreen:

I finished the texture (cant post now, sorry) but for some reason, the upper part of the hlt tower and the fork shaped thingy that holds the gun don't render right. :?

Must I cap the cylinders, even though the ends are never visible?

---------------------------------------------------------------
also, for archival purposes:


Visgoth: Zeus replacement
made a concept for this a while ago, spurred by annoyance of having the zeus look different from all the other units in the glaive -> crabe chain :mrgreen:

Today, I finally got around to modelling it. I used spherewarrior as a base. What do you think?

Status: Revision 1 - partially uvmapped

Pics:
Image
the weapon flips over soldier. The bot handles it bazooka-style :P
Image
With an old friend.

I really want to stick a C&C3 style railgun on this once it's ingame. whaddya think?

Newer pics
Image
firing
Image
back view


Attachments:
File comment: Visgoth source
Zeus.zip [79 KiB]
Downloaded 53 times


Last edited by MidKnight on 09 Feb 2009, 01:54, edited 1 time in total.
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PostPosted: 05 Feb 2009, 18:25 
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Visigoth looks like a Warrior who was impaled by a DT mine.


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 Post subject: Re: MidKnight's Models!
PostPosted: 05 Feb 2009, 19:55 
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MidKnight wrote:
CORE HLT
If you make something like legs do it mobile. CORE analogue with shorter firerange but movement ability.


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PostPosted: 05 Feb 2009, 22:50 
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carrepairer: lolololol

@mdv: cool idea, but it'd screw up CA's balance so bad that we'd have to rename the mod to robocracy or machina or something to avoid confusion with CA! :P

Also, the lag areas are for pontoon-thingies to go on later :wink:


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