Lotus: Core LLT

Lotus: Core LLT

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

Locked
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Lotus: Core LLT

Post by MidKnight »

I've had this idea in my head for a long time :mrgreen:
Didn't come out exactly as I envisioned it, but good enough.

Revision: 3 - Status: Fully ingame, awaiting COB


Pics:
Image
:mrgreen:
Image
Next to the newly-touched-up brawler remake
Image
Next to the old LLT
Image
Render while firing (now do you understand? :P )

One issue, though:
Image
This happens
Any ideas?
Attachments
Lotus.zip
Source. Free to use as long as you credit me :)
(885.29 KiB) Downloaded 25 times
Last edited by MidKnight on 01 Feb 2009, 18:40, edited 1 time in total.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Lotus: Core LLT

Post by Argh »

Yes. Objects in S3O are not rendered double-sided. You need to either cap the end of the laser, or duplicate the laser's barrel inside, invert the triangles, and import that into your S3O, then merge with the laser's barrel.

Overall, though, that's a big improvement, gj!
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Lotus: Core LLT

Post by MidKnight »

wait, you're saying the barrel's causing this? It's the "coif" area that's not showing...

But you are right, the barrel isnt capped. I'll try capping it, and report with the results...

...Tomorrow. :P

Also: thanks for the compliment! I hope I'm getting better
EDIT: hidden faces on coif found, removed, fixed. Thanks, argh! :-)
Last edited by MidKnight on 01 Feb 2009, 18:41, edited 1 time in total.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Lotus: Core LLT

Post by smoth »

that looks like it would work with the ca arm style if given a better texture.
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Lotus: Core LLT

Post by MidKnight »

round != arm
that's just what Saktoth wants you to believe, so he can achieve world domination with his spherebot!

lol jk :P round is the CA arm style, and Saktoth is the CA style coordinator. :-)

but I based much of it's design off that of the core mex, so...

all the same, I do have a lighter, more arm-ey skin for it, should a re-faction-alization occur :wink:
User avatar
Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Lotus: Core LLT

Post by Licho »

This looks really nice!

Shape is definitely arm style :)
But perhaps when open, it looks more aggresive due like some other core units..
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Lotus: Core LLT

Post by manolo_ »

this is the first modell that u made which i like :)
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Lotus: Core LLT

Post by Hoi »

Not bad, however you're seriously using to many tri's to make it look round, 6-8 for barrels, 10-16 MAX for big objects like the stand, this thing could have half the tri's and still look the same.

But, it looks pretty good, even the texture, gratz :wink:
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Lotus: Core LLT

Post by KDR_11k »

What does the texture look like when it's not reflective?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Lotus: Core LLT

Post by rattle »

dull
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Lotus: Core LLT

Post by Hoi »

All textures do without reflectiveness.

Midknight: maybe you can do something with the teamcolor, a few lines or something, like in the original core llt.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Lotus: Core LLT

Post by KDR_11k »

Hoi wrote:All textures do without reflectiveness.
Nonsense.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Lotus: Core LLT

Post by CarRepairer »

Well done, I like it. I'd like to see it in the game. I don't think core has to be pure blocky and boxy, just more crude. Round & crude are not mutually exclusive. That thing almost looks like a pylon. I love it.
User avatar
TheMightyOne
Posts: 492
Joined: 26 Feb 2007, 14:32

Re: Lotus: Core LLT

Post by TheMightyOne »

i like your style, its very non-TAish :-)

keep the good work up
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Lotus: Core LLT

Post by Pxtl »

It could be made to look core-ish with a good skin. The base could be made to look like an old grain-silo.
User avatar
maackey
Posts: 490
Joined: 02 Jul 2008, 07:11

Re: Lotus: Core LLT

Post by maackey »

I really like the base. The head of the tower is a little small imo, and the middle could use some detail (but that can be done with texture probably).

Perhaps double the size of the head to make it look a little more intimidating?
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Lotus: Core LLT

Post by CarRepairer »

maackey wrote:I really like the base. The head of the tower is a little small imo, and the middle could use some detail (but that can be done with texture probably).

Perhaps double the size of the head to make it look a little more intimidating?
But it's an LLT, the smallest and cutest of all turrets. It's ok if it doesn't look so intimidating.

And Lotus is a cool name for it, +1! (I know Saktoth will complain but oh well :)
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Lotus: Core LLT

Post by MidKnight »

CarRepairer wrote:
maackey wrote:I really like the base. The head of the tower is a little small imo, and the middle could use some detail (but that can be done with texture probably).

Perhaps double the size of the head to make it look a little more intimidating?
But it's an LLT, the smallest and cutest of all turrets. It's ok if it doesn't look so intimidating.

And Lotus is a cool name for it, +1! (I know Saktoth will complain but oh well :)
Yay, praise! :P
actually, I have a whole naming scheme idea going on for core turrets...
Lotus is just the beginning! Mwahahahaha! :P

and you are right, I designed this to look weak, cute, and bringing the term "pea-shooter" to mind :wink:
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Lotus: Core LLT

Post by Saktoth »

Much better, though really not very complex or polygon effecient at all. Mostly cylinders and spheres.

1. Absolutely an arm unit. Lighten it up, add some lines in the plates (ala the samson) and some techno-bits on the inside (ala spherebots knees, neck cavity, etc).

2. A unit should probably not open up unless it actually has an 'armoured' state. Otherwise why the hell would you ever want it to close. This can be a problem on a fast reaction unit like an LLT. It might fit the farraday.

I think if you do that id be OK with it going in game...

If it does replace an Arm turret though, you're not replacing any OTA models. Foo. There are no OTA arm turrets other than the defender.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Lotus: Core LLT

Post by CarRepairer »

corllt2 not found.
Locked

Return to “Art & Modelling”