SWS Design Competition: The Imperial Commander - Page 5

SWS Design Competition: The Imperial Commander

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

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Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Jack's final submission from SFM:

Image
Image
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There is now less then 24 hours to submit your designs. If no email is received, all information submitted in this thread will be assumed to form your submission (or if information is conflicting; the most recent submission).

Thanks guys, and good luck :)

Submissions to: starwarsspring@gmail.com
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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

After my first entry to the contest and the feedback received, I decided to do
some research on Imperial structures. I have always been a big fan of
Star Wars but have never really taken the time to really look at the
differences in the architecture style of each faction.

Sooo after some research I went and designed my new model for the
contest.

My Final Entry

Top View
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Front View
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Right View
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Perspective View
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The large dark rectangles are places to put the Imperial logo (such as a flag).

Gate
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This image shows the front gate being lowered to allow units to exit.

Main Entrance
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This image shows the main entrance door open to allow the newly
constructed unit to exit the main structure.

Radar
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This image shows the rear of the structure where the radar is mounted.

Radar
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Here is an image of the radar being deployed.

Radar
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And here the radar is now in it's final position.

Weapons
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A close up look of the anti-infantry and anti-air weapons.

Weapons
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And a final view of the anti-infantry and anti-air weapons in motion.

Polygons 2539
Radar 1
Anti-Air 2
Anti-Infantry 4
Areas for logos 4

Please feel free to post any comments and suggestions.
Enjoy 8)
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Rune, I like ALOT! :-)
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

WINRAR!
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa »

That is bust a nut good!

*busts a nut*
Last edited by chillaaa on 07 May 2007, 13:55, edited 1 time in total.
Daan

Well i end it but well ther was still to much to be done yet

Post by Daan »

I just end the project because i am lazy :S. Well its a model with alot of fails but i wanted to end enyways :D It has alot of pairs. Pairs plane pad, pair of aa gun, pair of shutguns, and pair of emperial guns, and a pair of doors that can open and close when landing and when attecked. A pair of solar that looks poor and also can collapse when landing and when attacked. oh and it has a landing stuff going on. Some pics.

Image

Image

Image

Image

that last one i wanted to hold behind but it makes the idea(dont hide behind nice sreenshots LOL) more realistic i wanted to pimp it up alot but well it taking too much time anyway .

oh and about the logo and texture i really am as noob at that too but texturing isnt really my thing. I like the model above this post much.

Greetz Daan
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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Post by ralphie »

Runecrafter wins.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Very nice, Rune. It is a little bit of a shame that the coolest part of your original design was lost (the clamps) but I suppose that is fair enough; it was somewhat incongrous with the imperial ethos.

I like your design; however, because the Imperial Turbolaser is a middle-game heavy defence weapon; we would have to replace your current turbolasers (I assume they are the AA defence, not the anti-infantry defence?). However we are very much hoping we will be able to get commander upgrades to work with the new LUA stuff; so there is no reason why this couldn't be upgraded to have turbolasers later on in the game.We do have a pretty good replacement for the turbolasers (that's the imperial Level 1 AA), or you are welcome to model your own (Still a good 12 hours till the competition is over). This won't be held against you in the competition.

EDIT: Seeing as between posting and rereading your post, I learned how to count, I've since worked out that the 4 turbolasers must be the four anti-infantry weapons. The same issue applies ultimately, but this time canon is on our side (turbolasers could be used as AA in-universe, but for balance reasons we keep them primarily anti-vehicle), as turbolasers, both in-universe and in terms of in-game balance would be rather overpowered that early in the game for killing infantry. What I said about the upgrades still applies though. Instead of the turbolasers, some sort of adjusted e-eweb, or perhaps something based on modern or WWII precedents would work well. Again, if you don't have time to provide something, we are able to use our imaginations.

If I were to make any direct criticism, it would perhaps be that the main command tower looks like it needs some sort of finial on top of it; looking a little flat compared to the complex detail of the rest of the model.

----------------------

Daan:
Looking at your model, I can see that it might not be 100% possible to get it working in Spring the way you want it; also, it isn't as well developed as some of the other submissions as say, runecrafter, or Jack_Cloudy.
That being said, I don't care what everyone else says, I really like your design. I think it has a definite flair to it, and is one of the most imaginative designs submitted here. The general form has improved in leaps and bounds over previous versions. I think with a little more model practice, you've got the potential to be a huge asset to this community.
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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

If I were to make any direct criticism, it would perhaps be that the main command tower looks like it needs some sort of finial on top of it; looking a little flat compared to the complex detail of the rest of the model.
I modeled the main control tower after a screen shot pic I found from some Star Wars game (pics on Imperial structures were a bit hard to come by).

Image

As far as the Turbolasers I'll look into a replacement for now but do like the upgrade idea as well.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Unless I'm mistaken, that's a shot from Star Wars Galaxies; which is the Star Wars MMORPG. Generally, their models are good, but are needed in a wide variety, and lots of them, so not a heap of effort is put into every design; so don't feel entirely constrained by their designs.

Also, that looks more like a guard tower to me ;)

But don't be too concerned, your design is still a very strong one without any changes.
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Zpock
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Joined: 16 Sep 2004, 23:20

Post by Zpock »

Runecrafters is very nice, but I still prefer this one, don't forget it:

Image

This thing just reeks of imperial power. It looks much more like a serious structure, while the runecrafter one looks more provisional and not as imposing.
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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

A small update to the Main Entrance (I was not really happy with the last one).

Main Entrance
Image

Image

Image

And after some optimization to the model
Polygons 2484
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

I don't really like the shape of the building, yours combined with the above post's sketch center building might work out nice.
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

I <3 Rune's, although I wish there was a little more open space between the structure proper and the exterior walls. Would probably make the building footprint too big though.

(Unless the walls themselves were an early game upgrade slot. A cheap bonus to armor or something...)
Daan

reply

Post by Daan »

Daan:
Looking at your model, I can see that it might not be 100% possible to get it working in Spring the way you want it; also, it isn't as well developed as some of the other submissions as say, runecrafter, or Jack_Cloudy.
That being said, I don't care what everyone else says, I really like your design. I think it has a definite flair to it, and is one of the most imaginative designs submitted here. The general form has improved in leaps and bounds over previous versions. I think with a little more model practice, you've got the potential to be a huge asset to this community.
:oops: :wink:
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

This Competition has now closed. Please contact me if you had any troubles submitting.

Thanks to everyone who entered; stay tuned for the results!
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Bummer... had a bit of a stomach-ache tonight after Work, had to lie down for a couple of hours. Guess you won't want to get your hands on this, then 8)

Image
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...about 2500 tris, optimized.
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Zodius
Posts: 12
Joined: 07 Jan 2006, 12:49

Post by Zodius »

Thats cool!! I so hope it is part of the competition.

I think there should be second and third places too, with those models being sort of outposts that you can quickly drop. What Argh posted would be great for this, as well as the first design posted by Runecrafter, especially considering that it could be redeployable.

Argh's
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Runecrafter's
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Would be a shame for all that effort to go to waste.

-1
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Dont forget my 3 entries.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

They haven't been forgotten AF :)

Argh's reminds me of one of those micromachine playsets where something at one scale (a star destroyer, a car, a tank, etc) opens up into a whole base with smaller dudes.

The only problem with having a landed star destroyer (or even it's smaller predecessor, the acclimator) is that it would take up the majority of most small maps ;)
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