Arm T1 Tank (Stumpy)
Moderators: MR.D, Moderators
Arm T1 Tank (Stumpy)
Hello :)
This is my first ever model for game ( not first at all )
Design from: http://itchstudios.com/psg/ta/ta.htm
Greetings
This is my first ever model for game ( not first at all )
Design from: http://itchstudios.com/psg/ta/ta.htm
Greetings
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Re: Arm T1 Tank (Stumpy)
Nice, but you really don't need to model the barrel's interior.
Re: Arm T1 Tank (Stumpy)
Are you going to texture it?
Re: Arm T1 Tank (Stumpy)
Looks good man, very nice interpretation of the concept art
Re: Arm T1 Tank (Stumpy)
it's a niiiiiiiiiiiiiiiiiiiice
Re: Arm T1 Tank (Stumpy)
Yeah nice and clean.
Re: Arm T1 Tank (Stumpy)
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.
P.S. that that model is orgasmic.
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: Arm T1 Tank (Stumpy)
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!
Re: Arm T1 Tank (Stumpy)
Thank you guys :)
Wolf-In-Exile - yea... I ventured
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
Wolf-In-Exile - yea... I ventured
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
Re: Arm T1 Tank (Stumpy)
Awesome!Falcrum wrote:
Zpock - Yes.
Re: Arm T1 Tank (Stumpy)
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.
Re: Arm T1 Tank (Stumpy)
All this modeling thing looks fun...
Re: Arm T1 Tank (Stumpy)
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.
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.
Re: Arm T1 Tank (Stumpy)
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.
Re: Arm T1 Tank (Stumpy)
Oh sex.
I think we can use this in CA, if you'd be up for contributing it under and open licence.
I think we can use this in CA, if you'd be up for contributing it under and open licence.
Re: Arm T1 Tank (Stumpy)
Thanks very much Mr.D :) :*
Saktoth - off course this model is for TAS and I will be satisfied if you use :)
Saktoth - off course this model is for TAS and I will be satisfied if you use :)