Core Commander - Remodeled - Page 2

Core Commander - Remodeled

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

Moderators: MR.D, Moderators

User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I think having a copy of the front on its backside would be better tbh.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Mini-skirt.... move the middle of the pelvis part slighty more down even though this does look like the render...
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Realised what your doing wrong.... The render is taken from the floor, which has exagerated the size of the feet and the legs ect... You should make them a tad smaller... (I think its the width thats mostly been throne...)

aGorm
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

When you texture ti can you keep the commander looking dark and sinister with a black and dark gray torso like in the intro sequence, ratehr than going for the bright shiny silver of the OTA core commander, which just looks silly? Core needs a more distinct look and there are plenty of cues from the cavedog OTA media despite msot units made for OTA looking Arm like...
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

I think this pics from the Cavedog movies can help.
VonGratz :wink:
Image
Image
Image
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

wow where did you get those?
Love to see the whole sequence.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Get a smk/bnk player (dunno if MPC still supports it, guess not), get your OTA disks and then play the video sequences on them.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

no luck finding either :(
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Is that triangles or polys? Your arms look too thin near the elbow.
User avatar
BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

Ach Aye, I be a wee scotsman!
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Indeed, he does wear a skirt afterall, and I didn't even make it long enough.
Shame on u guys :P

Image
Image
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

That's yet no reason why he should continue to wear one... it looks silly and is what I never liked about him.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Nah, Core Commander has to wear a kilt, the tradition commands it. A core commander without its kilt just wouldn't be a core commander.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Am I the only one who had the "I'm a barbie girl" song in his head while looking at the core comm? :(
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Thing is he still manages to look bad ass in those shots... If you can make him look badass, I have no problems with teh kilt.

aGorm
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Lol @ rattles coment

Core Comander now delivered with his own pink Weasel, his own pink Mansion - and Ken Krogoth - her "Boyfriend" with no Skirt .. ah sorry Kilt :wink:
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Thats because people have placed too much emphasis on it being a skirt and overemphasised the join around the middle and sides.

If anythign the core commander needs to be more top heavy than it currently is by a longshot, with much bulkier arms.

Also the skirt neednt be so curved as it is in so many remodels, instead model it as a backplate and then have adjoining backplates linking it to the front, which should be hidden by the big bulky arms.

See the size fo the skirt and the arm? The arm is at last 2x the side of the skirt despite remodels doing it the other way round.

Other remodels also make the skirt stick out too much. It looks here as if you wont be able to see the skirt if you're looking straight down on it.

Mr D about the arms, you could get rid of those joins at the elbow and instead bulk up the upper arm and have litle or no join as from the shots there's no real lengthy seperation as in your model.

The fore arms also need remodelling to look more like the video. The upper arm past the joint is fine it just needs making larger a bit.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Yeah, now that I have the videos to work from, I see a ton of errors that I did.

First on the list is to get the head done right, after that everything else will be cake.

Redoing the Nano-pod and the D-gun will be easy.

I think I'm gonna scrap all the beveled edges too, go for more square body parts to get the poly count down to reasonable counts, as is I think the head needs to be the highest poly part of the model.

I'll keep working on it guys
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

You were missing quite a numerous things on the arms (detail wise), noticed that after taking a closer look at the shots... about the skirt (or kilt :P) just ignore what I said, it's your (re)model after all.
Post Reply

Return to “Art & Modelling”