Skeletal unit resource pool (GPL) - Page 7

Skeletal unit resource pool (GPL)

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

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Runecrafter's download link doesn't work :P Please send me the files via email (PM me, if you don't have my address), I'll host them...

[EDIT]Here is Keithus's power-suited infantry guy.[/EDIT]
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Truely a winner, but both of KDR's infantry are pretty good as well.

Mmm I was thinking of doing Ernie and Bert in terminator manner... could be fun 8)
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Keithus
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Joined: 06 Oct 2006, 05:59

Post by Keithus »

Aww hell I thought it was my link that didnt work...
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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

ok sorry about that I have been out of the loop for some time and forgot that I needed to zip my files and all that jazz ... :|

here is a working link and download for my model.

http://www.fileuniverse.com/?p=showitem&ID=3980
Shogoll
Posts: 21
Joined: 28 Oct 2006, 17:46

Post by Shogoll »

My models were pawned by infinitely better modellers :P

Great job on those, I really cannot for the love of god model any remotely humanoid things for some reason.

They come out really crap.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Bah, I do better at tanks than infantry, but those I have on page 1 are a personal success... Big time..

The loper... Was I high when I made it, or something?
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Argh
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Post by Argh »

The "loper" is a good idea, I just think you need to refine the mechanical design a bit more, and give it some style. It just has the look of an unfinished idea- it's not quite a work of art yet. Don't worry about it too much- just do some more design work and come back to it when you have a better idea of how to make it attractive.

Looking at what your goals were, I'd say that it probably needs to be able to bend in the middle. And I'd think more about balance as it moves- it's going to leap, so the legs should be designed to take the force properly, and have either shock absorbers or hydraulics to take the strain.
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Snipawolf
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Post by Snipawolf »

The "loper" is a good idea, I just think you need to refine the mechanical design a bit more, and give it some style. It just has the look of an unfinished idea- it's not quite a work of art yet. Don't worry about it too much- just do some more design work and come back to it when you have a better idea of how to make it attractive.
Fortunately for me, I do it all the time. Every thing I have made has been remade, sometimes 4 times.. This was the first time I made it, I think I should take a "zoid" approach to it, fill it out some more and give it a more futuristic body, and clean up the legs a good bit, too.

Shocks and Hydraulics, heheheh, I have some on my mech scout, I'll see if I can make a more tri-friendly version.

Edit: Speaking of which, I wonder how many polies the zoids from the game have... 10k? I bet so, or around there...
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rattle
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Post by rattle »

ImageImageImage
Wings/Obj

Similarities with other models are unintentional, I based this off my first trooper model and the the one from the second post. Tri count is at 514 (minus a couple of holes). The model itself got 458 tris (minus holes), the gun 52. Will UV map it later.
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Argh
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Post by Argh »

Kewl. Me likes. We're really getting some great entries for this contest :-)
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Snipawolf
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Post by Snipawolf »

Not like some of the other boring ones, eh?

Wonder what happened to "batman?" :wink:
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rattle
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Post by rattle »

Batman was actually the (failed) attempt to remodel one of FO:T's Power Armors. Batman got fed the shredder aka CTLR+S. Forgot to hold shift down so it got overwritten by the unfinished current model... what ever. :P
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Muahahah, I made a gunship, couldn't post it anywheres cuz it was 2.2 k :P So I put it in my thread...
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rattle
Damned Developer
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Post by rattle »

ImageImageImage
Image
771 triangles now.
Wings/Obj

Yes I know the chest could have been done with less but I'm gonna leave it as it is.
Last edited by rattle on 04 Nov 2006, 02:46, edited 3 times in total.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Ahhh, interesting, but not very...

Kinda... Looks like it has too few polys to be 740..
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Keithus
Posts: 155
Joined: 06 Oct 2006, 05:59

Post by Keithus »

Heres a small update, nothing more than a few pictures. All variations of the last model I posted.

The center one (just under 500 tris) is a low poly version, perhaps something to spam at the beginning of the game.

The one on the left (about 940 tris) has a completely new body and head with altered thighs, arms and guns. I will eventually remodel everything, just using the original model for proportions seeing as it was approximatly right for a human.

The one on the right is a very slightly edited version of the original, removed the tiny barrel/muzzle (is that how you spell muzzle?) to free up some poly's to be used in more obvious areas.

Heres the links to some screenies:

http://i84.photobucket.com/albums/k30/K ... dDudes.jpg
http://i84.photobucket.com/albums/k30/K ... Dudes2.jpg
http://i84.photobucket.com/albums/k30/K ... Dudes3.jpg

I highly doubt I will ever actually use these, atleast not any time soon. I have an idea for a total conversion mod (the reason I made these) but I dont have the skills to get it off the ground and I dont think I would be able to gain notice enough of other people to help me with it. All I can do at the moment is model, and I am very very slowly teaching myself to UV map and I hope to eventually learn to texture, animate and script.

For these reasons the models are currently available for use in someone elses mod for whatever purposes they want. You can change, edit, delete whatever you want as long as you give me the credit for making the original model. Anyone who wants them can PM me or whatever and I will send the model/models to them or they can download the older version from this page.
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Snipawolf
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Post by Snipawolf »

Keithus wrote:total conversion mod
Hahahah, you are making a game, not a total conversion mod..

We input everything except the engine when we make a "mod"

Steam calls theirs games, but ALL of them run on the HL2 engine..

Nice models, too
.MJJNL.
Posts: 105
Joined: 18 Apr 2006, 18:14

Post by .MJJNL. »

ok hes my entry , maby a bit late. The model file is coming..

hers screeny:
Image
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Snipawolf wrote:
Keithus wrote:total conversion mod
Hahahah, you are making a game, not a total conversion mod..

We input everything except the engine when we make a "mod"

Steam calls theirs games, but ALL of them run on the HL2 engine..
No.

Total conversion = changing all the models, sounds, effects etc in a game, effectively making it something "new" but not changing the original game engine.

Valve doesn't have any reason to use modder terminology. They developed the HL2 engine after all.

Mod = tweaks or additions that add to the original gameplay which does not amount to changing everything.

Game = a whole game with an engine specially crafted for it.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Mod = Modification of an existing game, will not run without that game.
Total Conversion = Pack of new content for an existing program. Will work even with a content-free version of the original game (e.g. opensource Quake releases).
Game = Binary and content, works as a standalone.
The binaries can be shared between games.

Technically any mod for Spring is a TC since Spring is not a game by itself.
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