Arm T1 Tank (Stumpy)

Arm T1 Tank (Stumpy)

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Falcrum
Posts: 149
Joined: 14 Nov 2007, 01:03

Arm T1 Tank (Stumpy)

Post by Falcrum »

Hello :)
This is my first ever model for game ( not first at all )

Design from: http://itchstudios.com/psg/ta/ta.htm

Image
Image

Greetings
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Falcrum
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Re: Arm T1 Tank (Stumpy)

Post by Falcrum »

Image
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hrmph
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Re: Arm T1 Tank (Stumpy)

Post by hrmph »

Nice!
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Wolf-In-Exile
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Joined: 21 Nov 2005, 13:40

Re: Arm T1 Tank (Stumpy)

Post by Wolf-In-Exile »

Nice, but you really don't need to model the barrel's interior.
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Zpock
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Re: Arm T1 Tank (Stumpy)

Post by Zpock »

Are you going to texture it?
Sheekel
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Joined: 19 Apr 2005, 19:23

Re: Arm T1 Tank (Stumpy)

Post by Sheekel »

Looks good man, very nice interpretation of the concept art
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Arm T1 Tank (Stumpy)

Post by smoth »

it's a niiiiiiiiiiiiiiiiiiiice
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rattle
Damned Developer
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Re: Arm T1 Tank (Stumpy)

Post by rattle »

Yeah nice and clean.
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overkill
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Re: Arm T1 Tank (Stumpy)

Post by overkill »

Did you make 2 other duplicates (total of 3) of the outside of the tracks? its the only way spring can animate them. (actually i am quite sure lua can also but....)

P.S. that that model is orgasmic.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Arm T1 Tank (Stumpy)

Post by Warlord Zsinj »

I think you have nicely captured the feeling of the stumpy here. It feels like a tank built for warfare - but at the same time is somehow cute and full of character as well. Great job!
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MR.D
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Re: Arm T1 Tank (Stumpy)

Post by MR.D »

cool
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Falcrum
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Joined: 14 Nov 2007, 01:03

Re: Arm T1 Tank (Stumpy)

Post by Falcrum »

Thank you guys :)

Wolf-In-Exile - yea... I ventured :o

Zpock - Yes.

overkill - nope =/ But this is test for me. I'll correct tracks... Can you explain me how exactly animate tracks ?

Warlord Zsinj - =)
-------------------------------------------------------------------
Edit:
Have I install 3DS Max 7 again to export the model to s3o ? Any exporter for 3DS Max 2008 ?

Sorry for my eng.

Have
Sheekel
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Re: Arm T1 Tank (Stumpy)

Post by Sheekel »

Falcrum wrote:
Zpock - Yes.
Awesome!
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overkill
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Re: Arm T1 Tank (Stumpy)

Post by overkill »

Just duplicate the surfaces you want to apear animated, since spring doesnt support a proper way to do it we script it to hide/show the different peices, which have different textures to apear animated.
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Gota
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Re: Arm T1 Tank (Stumpy)

Post by Gota »

All this modeling thing looks fun...
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MR.D
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Re: Arm T1 Tank (Stumpy)

Post by MR.D »

Make 1 Track object.

Uv_map it so a texture can be applied.

Mirror it for left/right.

Now you can combine both tracks into 1 for the most simple Animation way.

Or you can leave left/right seperated for advanced scripters.

OK, on the texture, fill in the Track space with a track texture.

Make sure that the uv area of the track is short by 1 link, so that you can move the Uvmap for the other track objects.

Clone the track object for as many frames of animation that you want. (4 tracks usually works just fine)

Now keeping in mind the sequence of these track objects, use the UV_map edit to move each step of the animted tracks forward slightly each, so that each step of track objects appears to have moved forward each time.

Here is an example of how I do mine.

The yellow box represents the UV map of each track object.

You do not need a massive texture area with 4 seperate tracks, just 1 and slide the UV's across it.

The Track sides however might need at least 2 areas for animation frames, or 4 depending on how ambitious you are.

Now I've been using Cylinder caps for the gears/wheels on the sides of the tracks, and this works great too, if you combine animated tracks + wheel caps you end up with a pretty solid animation for it all.

On your Stumpy model, you could easily get away with only 1 set of wheel caps, up front where it is visible.

Image
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rattle
Damned Developer
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Re: Arm T1 Tank (Stumpy)

Post by rattle »

I actually calculated the amount of units I need to offset the UV coords for a decent animation. It's important that the last frame is not equal to the first one for a fluent animation.
Saktoth
Zero-K Developer
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Re: Arm T1 Tank (Stumpy)

Post by Saktoth »

Oh sex.

I think we can use this in CA, if you'd be up for contributing it under and open licence.
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Falcrum
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Re: Arm T1 Tank (Stumpy)

Post by Falcrum »

Thanks very much Mr.D :) :*

Saktoth - off course this model is for TAS and I will be satisfied if you use :)
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Falcrum
Posts: 149
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Re: Arm T1 Tank (Stumpy)

Post by Falcrum »

What is max poly count ?
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