Search found 1519 matches
- 07 Apr 2010, 07:58
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1214787
Re: Random WIP
Nobody is saying that 3 leged machines can't move. We're saying that its not practical, and also that its quite obvious that no matter how you do it, a fixed joint tripod is slow as shit compared to bipedal or quadripedal movement. The only sensible tripod is the Halflife hunter, or the War of the W...
- 06 Apr 2010, 20:43
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1214787
Re: Random WIP
looks slow..
The rest of it is a pretty nice mech, I just dislike strongly the trileg config.
Its a balanced setup, but I can't imagine that mech moving faster than a slow crawl with 3 legs.
The rest of it is a pretty nice mech, I just dislike strongly the trileg config.
Its a balanced setup, but I can't imagine that mech moving faster than a slow crawl with 3 legs.
- 29 Mar 2010, 16:57
- Forum: Art & Modelling
- Topic: ANN: OBJ model format support
- Replies: 120
- Views: 32289
Re: ANN: OBJ model format support
Well other than not having a newer .s3o exporter for 3dmax and not being able to get models exported.. I still like having upspring though, it gives a pretty decent preview of the model for doing quick fixes with a .s3o ect... Having the objects being reversed on x is a pain sure, but having somethi...
- 29 Mar 2010, 13:04
- Forum: Art & Modelling
- Topic: Missing plugin for 3DSMAX Export to S3O
- Replies: 17
- Views: 2985
Re: Missing plugin for 3DSMAX Export to S3O
Far as I know, it was only updated to work with Max-6&7
- 29 Mar 2010, 13:02
- Forum: Art & Modelling
- Topic: ANN: OBJ model format support
- Replies: 120
- Views: 32289
Re: ANN: OBJ model format support
Whats the advantage of using .obj instead of .s3o?
- 28 Mar 2010, 14:05
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1214787
Re: Random WIP
Guessmyname If you're using Max, I had this same problem when I exported my Core Commander model. What you have to do, (and yes its a pain in the ass) Write down the origins x/y/z of each object and its name for reference on some graph paper or something similar. Create by key entry any new object u...
- 24 Mar 2010, 13:12
- Forum: Art & Modelling
- Topic: S:44 Dump
- Replies: 820
- Views: 76503
Re: S:44 Dump
yeah, nice work on those redos.
A good contrast with strong outlines can be the difference between mud or marvelous.
A good contrast with strong outlines can be the difference between mud or marvelous.
- 16 Mar 2010, 12:04
- Forum: Art & Modelling
- Topic: CORE T-1 Aircraft
- Replies: 44
- Views: 7623
Re: CORE T-1 Aircraft
I already tried using a couple of different ways of putting some kind of pivot in the wing that would look more realistic, but each way added polies beyond my limit for the unit. When it comes to angled cuts, it starts getting tricky to line up angles when it folds up, so the more complex it gets th...
- 15 Mar 2010, 04:42
- Forum: Art & Modelling
- Topic: CORE T-1 Aircraft
- Replies: 44
- Views: 7623
Re: CORE T-1 Aircraft
tweaks + wings. I didn't drastically change anything, but I make the neck area, streamlined the cockpit, and angled the engine intake area to closer match the OTA angles there, and overall made it a bit more aggressive looking. The wings will pull into the main chase up to where the cutouts are, as ...
- 14 Mar 2010, 03:05
- Forum: Art & Modelling
- Topic: CORE T-1 Aircraft
- Replies: 44
- Views: 7623
Re: CORE T-1 Aircraft
Yeah, I noticed alot of animal resemblances with quite a few units. Fink reminds me of a Pterodactyl or something, Peeper resembles a Moth. I have a hard time believing that the presence of a cockpit area is a bad thing, it can just as easily be a sensor package within. The OTA Weasel Cinema and gam...
- 13 Mar 2010, 14:34
- Forum: Art & Modelling
- Topic: CORE T-1 Aircraft
- Replies: 44
- Views: 7623
Re: CORE T-1 Aircraft
Starting on the FINK scout plane.
Have to make my own wings yet, still using the original just as a placeholder for the moment to keep scale.
394 triangles.
Have to make my own wings yet, still using the original just as a placeholder for the moment to keep scale.
394 triangles.
- 13 Mar 2010, 14:13
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1214787
Re: Random WIP
The knee's 4 cylinders probably have as much poly as the entire rest of the model, could be worked out better in that area.
- 09 Mar 2010, 15:58
- Forum: Modelling & Texturing Tutorials & Resources
- Topic: Kaisers Lego Thread - Lego v2 Released
- Replies: 181
- Views: 69891
Re: Legos - a kit to create unit models quickly and easily.
I gotta say, this is pretty darn cool.
Now you just gotta make a couple more so a complete faceoff army can be made
Now you just gotta make a couple more so a complete faceoff army can be made
- 08 Mar 2010, 22:43
- Forum: Art & Modelling
- Topic: CORE T-1 Aircraft
- Replies: 44
- Views: 7623
Re: CORE T-1 Aircraft
Thats a pretty big limitation with the .s3o format then... I'll get this released then with all 6 fanblades set 0(north), and whoever scripts it will have to remember to orient the blades. Y axis b1 0(north) b2 -60(northwest) b3 -120(southwest) b4 +60(northeast) b5 +120(southeast) b6 +180(south) Mai...
- 08 Mar 2010, 21:37
- Forum: Art & Modelling
- Topic: CORE T-1 Aircraft
- Replies: 44
- Views: 7623
Re: CORE T-1 Aircraft
OK, everything is finished on the model guys. I need some help though with the fan blades before I release this though. I'm using the Euler Upspring version to compile the model, and am having some difficulty with the blade objects holding their position. Basically I'm using 1 blade object, then clo...
- 07 Mar 2010, 23:44
- Forum: Art & Modelling
- Topic: CORE T-1 Aircraft
- Replies: 44
- Views: 7623
Re: CORE T-1 Aircraft
sexy
whats that from?
whats that from?
- 04 Mar 2010, 20:43
- Forum: Art & Modelling
- Topic: CORE T-1 Aircraft
- Replies: 44
- Views: 7623
Re: CORE T-1 Aircraft
Yeah those details will wash out fast on it, even the teamcolor will be hard to pickup at average gameplay zoom, that doesn't mean there is less effort to put into it though :-) With the blades it would still be neat for landing/repair and when it flies away from the Construction lab, its those litt...
- 04 Mar 2010, 01:55
- Forum: Art & Modelling
- Topic: CORE T-1 Aircraft
- Replies: 44
- Views: 7623
Re: CORE T-1 Aircraft
btw, I have the bladewing's fan blades setup for variable pitch. I was wondering if it would tax a game too much if the final unit was able to use the feature, as it ascends/descends for the blades to change angle via script. Its not like it will make a huge difference if that gets left out, but jus...
- 25 Feb 2010, 18:49
- Forum: Art & Modelling
- Topic: CORE T-1 Aircraft
- Replies: 44
- Views: 7623
Re: CORE T-1 Aircraft
AF is right, which is why I initially wanted to do a pivoting fanpod for Helicopter pitch/roll characteristics. That would keep the fan level while the airframe was aiming at targets for combat or flight or both, but it was costing me too many polies for what the model needs to be. Almost all gunshi...
- 25 Feb 2010, 03:48
- Forum: Art & Modelling
- Topic: CORE T1 Aircraft factory
- Replies: 38
- Views: 6158
Re: CORE T1 Aircraft factory
Yeah that looks pretty much spot-on now, nice work. You've even got the resource ports seating into the base and nanopod :P, thats pretty cool. How do the big doors look though, did my sequence #'s help keep it from clipping into the inside of the box like it was?, that was a pain for me even when I...