I, for one, welcome our new robotic overlords
Moderator: Content Developer
I, for one, welcome our new robotic overlords
The new Core Commander for the BA remake.
Criticism is welcome in the form of a patch to http://code.google.com/p/baremake/
Criticism is welcome in the form of a patch to http://code.google.com/p/baremake/
- Attachments
-
- corcom.jpg
- (228.46 KiB) Downloaded 2 times
Re: I, for one, welcome our new robotic overlords
Also, I need help in animating this model, I suck at kbots
Re: I, for one, welcome our new robotic overlords
i love it, i dislike the head a bit though, make it a bit smaler, perhaps.
Re: I, for one, welcome our new robotic overlords
yeah, shrinking the head might make sense.
Re: I, for one, welcome our new robotic overlords
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.
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.
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: I, for one, welcome our new robotic overlords
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.
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.
Re: I, for one, welcome our new robotic overlords
I would be eternally grateful. PM me a gmail address and I'll give you commit access to BAR repo.
Thanks!
Thanks!
Re: I, for one, welcome our new robotic overlords
Looks bad-ass, really pretty!
Re: I, for one, welcome our new robotic overlords
Wow, really nice...
Re: I, for one, welcome our new robotic overlords
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
-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: I, for one, welcome our new robotic overlords
I know. Does this mean I have to fit it in ZK so you can have a good animation?Beherith wrote:Also, I need help in animating this model, I suck at kbots
Re: I, for one, welcome our new robotic overlords
Hey, the Battle Comm and Strike Comm need new models anyways.Google_Frog wrote:I know. Does this mean I have to fit it in ZK so you can have a good animation?Beherith wrote:Also, I need help in animating this model, I suck at kbots
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: I, for one, welcome our new robotic overlords
I Like it.
Though I agree that head could be smaller, would look better.
Though I agree that head could be smaller, would look better.
Re: I, for one, welcome our new robotic overlords
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.
Re: I, for one, welcome our new robotic overlords
Looks good, head size and all.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: I, for one, welcome our new robotic overlords
It looks pissed off, I like that in a core commander... all that stealthy arm bullshit takes it out of a 50ft killing machine.
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.Google_Frog wrote:I know. Does this mean I have to fit it in ZK so you can have a good animation?Beherith wrote:Also, I need help in animating this model, I suck at kbots
Re: I, for one, welcome our new robotic overlords
During normal use it will wink repeatedly with various periods of stability, alternating eye use and at times scattering beams into smaller segmented bursts.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.
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.Google_Frog wrote:I know. Does this mean I have to fit it in ZK so you can have a good animation?Beherith wrote:Also, I need help in animating this model, I suck at kbots