View topic - I, for one, welcome our new robotic overlords


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PostPosted: 24 Mar 2012, 14:49 
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The new Core Commander for the BA remake.

Image

Criticism is welcome in the form of a patch to http://code.google.com/p/baremake/


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PostPosted: 24 Mar 2012, 15:21 
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Love it.
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PostPosted: 24 Mar 2012, 16:24 
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Also, I need help in animating this model, I suck at kbots :(
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PostPosted: 24 Mar 2012, 16:30 
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i love it, i dislike the head a bit though, make it a bit smaler, perhaps.
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PostPosted: 24 Mar 2012, 16:57 
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yeah, shrinking the head might make sense.
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PostPosted: 24 Mar 2012, 17:06 
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The large gas mask and eyes don't enter in the way I picture a commander.

But very nice model and texture otherwise! I like the little wear marks, the contrast between team colored armor and grey underneath, that it is simple and easy on the eye despite the details.
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PostPosted: 24 Mar 2012, 17:17 
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Looks great. Battle hardened, yet ready for more. :-)
I wonder if the head is even a separate piece. Doesn't look like it can/should rotate.
I could give a try animating it. I hardly make anything but humanoids. :-)
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PostPosted: 24 Mar 2012, 18:05 
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I would be eternally grateful. PM me a gmail address and I'll give you commit access to BAR repo.

Thanks!
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PostPosted: 24 Mar 2012, 18:12 
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Looks bad-ass, really pretty! :-)
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PostPosted: 24 Mar 2012, 18:37 
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Wow, really nice...
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PostPosted: 24 Mar 2012, 19:27 
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would it make sense to see the untextured version? these new textures are so amazing they could probably make cubes look superior to old BA models
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PostPosted: 25 Mar 2012, 04:19 
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Beherith wrote:
Also, I need help in animating this model, I suck at kbots :(
I know. Does this mean I have to fit it in ZK so you can have a good animation?
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PostPosted: 25 Mar 2012, 04:52 
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Google_Frog wrote:
Beherith wrote:
Also, I need help in animating this model, I suck at kbots :(
I know. Does this mean I have to fit it in ZK so you can have a good animation?


Hey, the Battle Comm and Strike Comm need new models anyways.
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PostPosted: 25 Mar 2012, 12:51 
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I Like it.

Though I agree that head could be smaller, would look better.
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PostPosted: 25 Mar 2012, 14:02 
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Head is good. This is a RTS .. here every Unit has a oversized head, big shoulders, and elephant feet. Else Youve got to use the LoopWidget from Orbit.
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PostPosted: 25 Mar 2012, 23:01 
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Looks good, head size and all.
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PostPosted: 25 Mar 2012, 23:03 
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It looks pissed off, I like that in a core commander... all that stealthy arm bullshit takes it out of a 50ft killing machine.

Google_Frog wrote:
Beherith wrote:
Also, I need help in animating this model, I suck at kbots :(
I know. Does this mean I have to fit it in ZK so you can have a good animation?


Horay, now we can have a super-heavy assault commander! In addition to its other weapons, it's clearly got to have two built-in cyclops eyebeams.
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PostPosted: 01 Apr 2012, 08:06 
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1v0ry_k1ng wrote:
It looks pissed off, I like that in a core commander... all that stealthy arm bullshit takes it out of a 50ft killing machine.

Google_Frog wrote:
Beherith wrote:
Also, I need help in animating this model, I suck at kbots :(
I know. Does this mean I have to fit it in ZK so you can have a good animation?


Horay, now we can have a super-heavy assault commander! In addition to its other weapons, it's clearly got to have two built-in cyclops eyebeams.


During normal use it will wink repeatedly with various periods of stability, alternating eye use and at times scattering beams into smaller segmented bursts.
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