its a teh walky thing

its a teh walky thing

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ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

its a teh walky thing

Post by ironized »

Image


well thats my comander for my mod that is currently nameless

top gun is a plasma cannon side guns are rapid fire plasma cannons and the hole in the front is where he builds from



so people can you give him a name?

oh and criticism accepted


ps: my first model with spring in mind

1113 polys


oh and textures will be redone
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Looks like there'd be clipping if the side guns were firing forward and the top gun was firing left or right?

I think you need some sort of gear mechanism where the legs join the chassis, and perhaps some feet.

I'm unsure how you managed to get that over 1000 polies though. You need to evaluate the efficiency of your modelling, as that could definitely be done with under 500 polies with little to no detail loss. The cylinder the main gun sits on, for example, could be eight sided and Spring's smoothing would ensure it would be as round as it is now, with half the polygons. Same goes for a number of other areas. Front panel could be textured on rather then bevelled, etc, etc.

The chassis could do with a little bit more imagination, I think. It looks too much like a cross between a family sedan and a set of drawers.

Still, nice first crack :)
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

thats pretty cool man
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

name him "cltlckr" (web 2.0 )
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Post by ironized »

well it walks like a crab, so if spring smooths everything how do i get crisp edges?
?
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Spring will only smooth items designated in a smoothing group. For example, you would designate the edges of a cylinder as a smoothing group, and that would appear round rather then faceted. Otherwise, the edge appears hard. You should be able to do this in whatever modelling program you are using. Unless it's rhino, which makes it somewhat of a nightmare (my modelling program *Facepalm*)
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Post by ironized »

any way, peoples suggestions on the idea of a sidewards walking robot with a big gun on top and 2 forward facing rockets?
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Make the visible front the ingame side?

I title this unit "I <3 inset!"
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Post by ironized »

KDR_11k wrote:Make the visible front the ingame side?

I title this unit "I <3 inset!"
i used extrude aswell!
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

At least you didn't bevel it to death.

Try to look at the model from TA cam distance, then you'll see that you can't tell the difference between a couple of deformed cuboids and yours with all those extrusions, ergo remove them, paint it on the texture. Or do both and see for yourself.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

How about Titan? It looks like something stoping-proff... :)
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