Joined: 10 Sep 2008, 02:11 Location: In search for TheTruth (TM)
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
Joined: 10 Sep 2008, 02:11 Location: In search for TheTruth (TM)
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. Can you spot it?
Revision: 1 - Status: Partially UVmapped
Pics: Render (doesn't do it justice 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? Another shot
Lotus: light point defence turret I've had this idea in my head for a long time Didn't come out exactly as I envisioned it, but good enough.
Revision: 3 - Status: Fully ingame, awaiting dev approval Pics: Next to the newly-touched-up brawler remake Next to the old LLT Render while firing (now do you understand? )
Last edited by MidKnight on 03 Feb 2009, 01:11, edited 3 times in total.
Joined: 10 Sep 2008, 02:11 Location: In search for TheTruth (TM)
650 triangles - 400 polies with optimization thanks, Hoi
when attacking
when traveling
Update! got tons of things done. the feedback on betta helped very much with improving my skills! thanks everyone! now to the pics: A little... eh, miscalculation in upspring caused this. Brawler photoshoot front! UPDATE: Normals fixed, reflection map retouched: Cool, no? yes? maybe? Don't worry, I made sure that it won't turn into a dazzling sun and kill your eyes with bloom on. 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!
Last edited by MidKnight on 03 Feb 2009, 01:04, edited 1 time in total.
Joined: 10 Sep 2008, 02:11 Location: In search for TheTruth (TM)
Betta: An aircraft
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 . and I promise it'll be better than betta
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?
now then, enough text Pics (captions are below images): Pics are in chronological order, newer pics at bottom
the concept sketch another sketch, originally made for the benefit of the people in #ca 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! The new texture UpSpring render with teamcolor and some shoddy reflectivity/self-illumination
Newer update: redesign and retexture: Viewport view (lol). What do you think of wing style? In UpSpring. NOW INGAME!!! YAY! swarm! with improved textures! I still need some1 to whip up a BOS script for it... anyone? Is this revision better? 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! 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.
Joined: 10 Sep 2008, 02:11 Location: In search for TheTruth (TM)
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 .
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! Aww... isn't he cute? Back 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 ) 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 ))
This is why: Compact "wheel" form
Revision 3 pics: I did some selective scaling, tweaked some polies, improved the feet and joints. Revision 3 Showing how the leg folds (luckily, robots don't feel pain )
Revision 4 pics: No more dumbell! (right?) 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 )
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.
Joined: 10 Sep 2008, 02:11 Location: In search for TheTruth (TM)
Thanks, CarRepairer!
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
Today, I finally got around to modelling it. I used spherewarrior as a base. What do you think?
Status: Revision 1 - partially uvmapped
Pics: the weapon flips over soldier. The bot handles it bazooka-style With an old friend.
I really want to stick a C&C3 style railgun on this once it's ingame. whaddya think?
Newer pics firing 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.
Joined: 10 Sep 2008, 02:11 Location: In search for TheTruth (TM)
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!
Also, the lag areas are for pontoon-thingies to go on later
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