Arm rocko. finished- needs texture

Arm rocko. finished- needs texture

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theotherhiveking
Posts: 21
Joined: 06 Feb 2008, 23:48

Arm rocko. finished- needs texture

Post by theotherhiveking »

Im trying to remodel it, but trying to improve.

Image



not finished, just say if you like it, WIP.
Last edited by theotherhiveking on 10 Feb 2008, 18:37, edited 2 times in total.
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Arm rocko

Post by MR.D »

Good to see sombody else taking up the challenge, just remember to watch your Polycount on these basic units and you're as good as gold.

Nice start.

One thing to keep in mind though, cylinder objects look just as round when they're 8-10-or-12 sided from far away as they do with being super round up close.

Using less sides on cylinders is always an easy way to save polygons on round objects.

With these low cost "spammable" units, lower triangle counts is always better, because there will likely be very many of them onscreen.
Last edited by MR.D on 10 Feb 2008, 04:58, edited 1 time in total.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Arm rocko

Post by FLOZi »

The 'framing' around what I imagine is the cockpit is a somewhat overkill imo.

edit: and +1 about Mr.D's comments on Cylinders

(OT: Mr.D, did you find the T-54 turret a royal pain when modelling it for that Bf42 mod? I've been examining it lately and the flat welded plates on the top combined with the overall cast egg shape is quite a pain)
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Arm rocko

Post by Warlord Zsinj »

An image of the original cavedog unit would be nice for comparison :)

There's a good cavedog render gallery at http://www.planetannihilation.com (search the sidebar, it's there)
theotherhiveking
Posts: 21
Joined: 06 Feb 2008, 23:48

Re: Arm rocko

Post by theotherhiveking »

MR.D wrote:Good to see sombody else taking up the challenge, just remember to watch your Polycount on these basic units and you're as good as gold.

Nice start.

One thing to keep in mind though, cylinder objects look just as round when they're 8-10-or-12 sided from far away as they do with being super round up close.




The weapon cylinder haves 12 sides, and the joints 10, but with 6 o 7 will look fine so I'm going to optimize that.


I have a question, i never modeled for Ota or for the spring engine so.. I wonder how models are animated, I made everything that should fly, go away, rotate, move when exploding, or doing a animation an different object, so, if they are animated from scripts... I have to set the different piece centers manually? or thats ignored?


Another thing, i find a rocket launcher with only 2 legs rather strange, it should have a stable base...

should I add another leg?
theotherhiveking
Posts: 21
Joined: 06 Feb 2008, 23:48

Re: Arm rocko

Post by theotherhiveking »

FLOZi wrote:The 'framing' around what I imagine is the cockpit is a somewhat overkill imo.

edit: and +1 about Mr.D's comments on Cylinders

And thats is good or bad?

sorry, im not a native speaker.
zorbawic
Posts: 107
Joined: 07 May 2006, 15:09

Re: Arm rocko

Post by zorbawic »

bad - too much polygons and will not be visible when unit is seen from far away
theotherhiveking
Posts: 21
Joined: 06 Feb 2008, 23:48

Re: Arm rocko

Post by theotherhiveking »

zorbawic wrote:bad - too much polygons and will not be visible when unit is seen from far away


Ok. I removed it and i added the shield. I dont like it, but is supposed to be able to turn to protect the rocko, and not to be tiny and 'cute'.


Also i uploaded the model, feel free to look at it, its a .blend

Image

pd: now it haves 488 faces.
Attachments
modelnoframe.blend.tar
(180 KiB) Downloaded 23 times
theotherhiveking
Posts: 21
Joined: 06 Feb 2008, 23:48

Re: Arm rocko. texture needed.

Post by theotherhiveking »

668 faces. see attached image.


pd: im a totally noob in texturing... so i need help.
Attachments
modelnoframe.blend.tar
(200 KiB) Downloaded 26 times
rockonoframe.jpg
(38.68 KiB) Downloaded 108 times
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Arm rocko. finished- needs texture

Post by rattle »

Uh looks weird... especially the legs.
theotherhiveking
Posts: 21
Joined: 06 Feb 2008, 23:48

Re: Arm rocko. finished- needs texture

Post by theotherhiveking »

rattle wrote:Uh looks weird... especially the legs.
the legs are done in the same way that the original rocko are.


But, what looks weird? the shield? maybe its too big..
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Arm rocko. finished- needs texture

Post by MR.D »

For the most part, I really like it, its got a style to it.

Some of the model could use some cleaning up, but not much, overall its pretty well done.

I think that the shield might be throwing off the porportions a bit though, the dimensions are ok, but the shield might look better if it wasn't as thick.

There is a bevel on outside of the front facing edge of the shield that looks off, if its intentional thats fine, just looks out of place with the other edges on the shield itself because it doesn't meet the bottom with a bevel as well.

Just my opinion though.
theotherhiveking
Posts: 21
Joined: 06 Feb 2008, 23:48

Re: Arm rocko. finished- needs texture

Post by theotherhiveking »

mmm... whats better for the shield? bevels or spikes? or both?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Arm rocko. finished- needs texture

Post by AF »

err, the shield is fine, fi you changed the shield it wouldnt be the same at all.

I feel there will always be that one person wanting the shield changed because it isnt a hi poly clone of the original rocko and has slight changes. If anything you have improved the shield. Just texture it as is. Spike or extra stuff on it would just ruin it. Its great as it is.
theotherhiveking
Posts: 21
Joined: 06 Feb 2008, 23:48

Re: Arm rocko. finished- needs texture

Post by theotherhiveking »

hey. just i was trying to uv unwarp it when i noticed that i need to unify all the object to be able to map it to a single texture, so, i will ask it again, how the engine handles animations?


every piece thats moves much be a different object?
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Arm rocko. finished- needs texture

Post by MR.D »

There was a tutorial made where you could keep all your objects seperated but uvw_map them all to 1 material.

But yes, all objects that will move via animation need to be seperately named objects.
theotherhiveking
Posts: 21
Joined: 06 Feb 2008, 23:48

Re: Arm rocko. finished- needs texture

Post by theotherhiveking »

MR.D wrote:There was a tutorial made where you could keep all your objects seperated but uvw_map them all to 1 material.

But yes, all objects that will move via animation need to be seperately named objects.
Im been looking for it, but i couldnt find anything,

im using blender.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Arm rocko. finished- needs texture

Post by AF »

combine them all into one object, uv map, unbind save.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Arm rocko. finished- needs texture

Post by Gota »

some pics for inspiration:
some are not of rocket launchers but you could get ideas from them.
Image
this one is from quake 4:
Image
Image
Image
Image
Image
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Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Re: Arm rocko. finished- needs texture

Post by Zoy64 »

why arent those in Spring?
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