I, for one, welcome our new robotic overlords

I, for one, welcome our new robotic overlords

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Beherith
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Joined: 26 Oct 2007, 16:21

I, for one, welcome our new robotic overlords

Post by Beherith »

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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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: I, for one, welcome our new robotic overlords

Post by Jazcash »

Love it.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: I, for one, welcome our new robotic overlords

Post by Beherith »

Also, I need help in animating this model, I suck at kbots :(
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scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: I, for one, welcome our new robotic overlords

Post by scifi »

i love it, i dislike the head a bit though, make it a bit smaler, perhaps.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: I, for one, welcome our new robotic overlords

Post by smoth »

yeah, shrinking the head might make sense.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: I, for one, welcome our new robotic overlords

Post by zwzsg »

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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FireStorm_
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Joined: 19 Aug 2009, 16:09

Re: I, for one, welcome our new robotic overlords

Post by FireStorm_ »

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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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: I, for one, welcome our new robotic overlords

Post by Beherith »

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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Licho
Zero-K Developer
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Re: I, for one, welcome our new robotic overlords

Post by Licho »

Looks bad-ass, really pretty! :-)
zerver
Spring Developer
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Joined: 16 Dec 2006, 20:59

Re: I, for one, welcome our new robotic overlords

Post by zerver »

Wow, really nice...
gajop
Moderator
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Joined: 05 Aug 2009, 20:42

Re: I, for one, welcome our new robotic overlords

Post by gajop »

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
Google_Frog
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Re: I, for one, welcome our new robotic overlords

Post by Google_Frog »

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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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: I, for one, welcome our new robotic overlords

Post by Pxtl »

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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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: I, for one, welcome our new robotic overlords

Post by SirArtturi »

I Like it.

Though I agree that head could be smaller, would look better.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: I, for one, welcome our new robotic overlords

Post by PicassoCT »

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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Petah
Posts: 426
Joined: 13 Jan 2008, 19:40

Re: I, for one, welcome our new robotic overlords

Post by Petah »

Looks good, head size and all.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: I, for one, welcome our new robotic overlords

Post by 1v0ry_k1ng »

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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Neddie
Community Lead
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Re: I, for one, welcome our new robotic overlords

Post by Neddie »

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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