Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
┬┤jar jar binks got zombified? Looks good stands too straight, should be more hunched over? But maybe that is better to do with animation. ---
smoth & bob wrote:
post blocky models
ok, more vaporware coming up. Not really happy with any of the 3 variants tbh. With units one can kindof tell what the unit does but the buildings all look like abstract random things. I think that is the last building/unit model I will need. It's function is comperable to the "Tech Center" in older C&C series or the Starcraft Cybnertik Core (P)/Armory (T) Means building it unblocks units and you can buy some upgrades or whatever. omg i painted some icons for upgrades as well:
Joined: 12 Jan 2005, 10:25 Location: Still signing off after all these years
Wow, thast similar to what I was going to do for the cybernuts tech building... was thinking sort of rubixs cube that flotes above building... anyhow not why I was here. Been busy with RL so game is on a back burner, but have found time to finish the Cyber Floting Death Machine Which Can Also Transport Stuff.
Ta Da
I think it's gonna be a bitch though, as to mke the tenticals move I think its gonna need sepcial vertex anims and I no idea how to do them...
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
can you imagine a world with hover turtle lalalananala For the tentacles, maybe simply have them spin, invidiually and/or the whole bundle. From top down view it might look as if they move, especially if they are more cork-screwy like. I like the insulator things on your units btw, imo shared details like that make the difference between "bunch of random models" and something corporate whole.
Not really happy with any of the 3 variants tbh. With units one can kindof tell what the unit does but the buildings all look like abstract random things.
Make it transform between the three states in a flurry of flying cubes.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
Google_Frog wrote:
Make it transform between the three states in a flurry of flying cubes.
that would be cool indeed. I briefly had the idea of making all units from the same .s3o file, which would just contain a few dozen of blocks. The create() function of the unit would Move & Turn all pieces as needed to form the unit and shape shifting would be easy. But I didnt do that because units usually need a different piece hierachy so that parts can easier animate together etc. With the animator tool thing it might be quite easy to get the needed move&turn list to make units shift shapes. But for now I make simple animations like this: http://www.youtube.com/watch?v=FQwHw-UF0OY Can also do the same in reverse, might be a fun effect for teleporting. Not as neat as real shape shifting but since it is only a few lines, close enough.
some heavy battle tank... 15684 Polygons, 756 objects, 515434 edges and 18482 vertices boohoo 34356 Polygons with tesselate
A single track got: 26 faces, 56 edges and 32 vertices One full track got: 73 objects 1898 faces and 2336 vertices the back track full got: 26 objects, 676 faces and 832 vertices not counting the small "track connector"
I hope this Hi-Polygon model wont kill spring. Or does it?
Last edited by Karl on 01 Nov 2011, 18:43, edited 3 times in total.
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