Contest: Defensive Structure
Moderators: MR.D, Moderators
First off, let me say that this has been an awesome contest thus far! Thanks very much for putting up so many really innovative and interesting designs, folks!
@Rattle: meh, that doesn't do it- my concept wasn't terribly awesome, either. And yeah, those are models, but high-poly, just bounced out in literally 5-10 minutes. Not exactly nice works of art
@mildesign: doing a mesh-deform in Spring is very difficult- not impossible, but probably impractical for the design you've laid out.
@Dash: Hmm... with FX, I might be able to make that convincing... I think, however, that it might be better-served by either making the guns a seperate part, with some greebling to suggest an anti-grav device, maybe with a landing-pad?
@Crampman: And automated defense that just covered an area, like an active minefield might be really interesting.
@Keithus: UpSpring auto-welds verts together, unless they have been split. If you want something to have nice, hard edges, then you need to use software to split the verts. I use UVMapper to break up verts that need to be split before I import into Upspring, and it works great.
@Rattle: meh, that doesn't do it- my concept wasn't terribly awesome, either. And yeah, those are models, but high-poly, just bounced out in literally 5-10 minutes. Not exactly nice works of art

@mildesign: doing a mesh-deform in Spring is very difficult- not impossible, but probably impractical for the design you've laid out.
@Dash: Hmm... with FX, I might be able to make that convincing... I think, however, that it might be better-served by either making the guns a seperate part, with some greebling to suggest an anti-grav device, maybe with a landing-pad?
@Crampman: And automated defense that just covered an area, like an active minefield might be really interesting.
@Keithus: UpSpring auto-welds verts together, unless they have been split. If you want something to have nice, hard edges, then you need to use software to split the verts. I use UVMapper to break up verts that need to be split before I import into Upspring, and it works great.
I think I'll back out of it then instead of producing more crap. There are more than enough contenders which have better ideas than me (though I still like my flying rock!)...Argh wrote:@Rattle: meh, that doesn't do it- my concept wasn't terribly awesome, either. And yeah, those are models, but high-poly, just bounced out in literally 5-10 minutes. Not exactly nice works of art

What about a factory looking thing with a really tall vacuum tube sticking out of the top, the top of that which is turned toward the target and when the thing fires you see a projectile shoot up the tube then out the top. Say the projectile is a gliding missile/bomb thing and instead of changing its trajectory like a normal gun when it wants to fire at different ranges this gun telescopes or extends the vacuum tube.
just a crazy idea
just a crazy idea
I have it on my other PC - downloading it here as we speak :) .....
Get ready for some really high-poly models. :)
edit: Well, not so high-poly after all. :) 487 polys.
http://img117.imageshack.us/img117/8125/renderipz0.jpg
Overview of the turret. Basically, it's a combination of two ideas already posted here; first, the turret itself (the floating module) floats freely in the air, and when idle lands on the base, with the large conical shape at the end to land on the inverted conical shape of the base. When doing this, the fans also rotate to point downward. The second "inspiration" is the vacuum tube thing. When firing is required, the turret module lifts off and aims at the target. Then, a projectile (shape and composition to be determined) flies up from the base and follows a bit of a wobbly course to the turret, where it flies into the cone at the back. After a second or so, BOOM. It's launched out from the front with a big bang. Don't ask me how it works, it just works :)
http://img409.imageshack.us/img409/8488/renderiiwm1.jpg
Closeup view of the turret.
http://img125.imageshack.us/img125/4208 ... iiibb5.jpg
Closeup view of the rear of the turret. (Note that the blue in the cones is predetermined in DoGA, I can't do anything about it.)
http://img79.imageshack.us/img79/3589/renderivgo7.jpg
The base of the turret.
That said, this is only a quick model done in a few minutes tops. I can export it to a .DXF, .WRL or .X model, but a lot of work still needs to be done before it would be usable.
Get ready for some really high-poly models. :)
edit: Well, not so high-poly after all. :) 487 polys.
http://img117.imageshack.us/img117/8125/renderipz0.jpg
Overview of the turret. Basically, it's a combination of two ideas already posted here; first, the turret itself (the floating module) floats freely in the air, and when idle lands on the base, with the large conical shape at the end to land on the inverted conical shape of the base. When doing this, the fans also rotate to point downward. The second "inspiration" is the vacuum tube thing. When firing is required, the turret module lifts off and aims at the target. Then, a projectile (shape and composition to be determined) flies up from the base and follows a bit of a wobbly course to the turret, where it flies into the cone at the back. After a second or so, BOOM. It's launched out from the front with a big bang. Don't ask me how it works, it just works :)
http://img409.imageshack.us/img409/8488/renderiiwm1.jpg
Closeup view of the turret.
http://img125.imageshack.us/img125/4208 ... iiibb5.jpg
Closeup view of the rear of the turret. (Note that the blue in the cones is predetermined in DoGA, I can't do anything about it.)
http://img79.imageshack.us/img79/3589/renderivgo7.jpg
The base of the turret.
That said, this is only a quick model done in a few minutes tops. I can export it to a .DXF, .WRL or .X model, but a lot of work still needs to be done before it would be usable.
How about something like this?:

It can look as a 4 point star, but i wanna you to see it as a pymarid with 4 big spikes, one hiden behind it
.
It would shot by having the pyramid top and 2 of the spikes to launch a bean at the spike pointing to the enemy and then this spike lauching the true beam attack.

It can look as a 4 point star, but i wanna you to see it as a pymarid with 4 big spikes, one hiden behind it

It would shot by having the pyramid top and 2 of the spikes to launch a bean at the spike pointing to the enemy and then this spike lauching the true beam attack.
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That depends on the physical size of the object your talking about. Very small details can look round with only 6 or 7 sides. I dont know much about spring, but for the size of the models, 16 should be enough for anything but the main body of a very large unit. I think 31 would be way overkill for just about anything.Erom wrote:Argh - is 16 sided cylanders, cones, ect. enough to be smooth in spring? Or do I need to go to 31? A lot of your stuff is nice and smooth, so I want to be consistent.
- Felix the Cat
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I call it the "Super Dewm Lazer of Dewm".
1386 tris. Of which, by my calculations, 182 are invisible, wouldn't be seen under ordinary circumstances, or are otherwise wasted... Wings3D can't really do what I want to do.

If you're even considering models of which 13% of the faces the modeller himself considers wasted, I'd be glad to convert to .OBJ and provide it.
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- MC: Legacy & Spring 1944 Developer
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- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30