My remodeled AK - Page 2

My remodeled AK

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

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[KROGOTH]
Posts: 2
Joined: 10 Aug 2007, 16:30

Post by [KROGOTH] »

Shoulders're very simple, legs are very long. I think new AK must have new head. :roll:
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

neddiedrow wrote:The original AK just needed improvement.
YEEES :!:
The head is horrible in the final model.
VonGratz :wink:
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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

TradeMark wrote:doesnt look like AK at all...
the origional AK looked like a LEGO person :roll:
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LathanStanley
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Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

Lord Toulus Hetzer wrote:Yes, i dont want make trash unit. but in my mod i made it a rule.
every tech level 1 standart kbot is more than 1000 polis but les 1100 without trash.
i think very importan what i do see in the game.

NO NO NO NO NO!!!!

NEVER, NEVER NEVER EVER SET A MINIMUM POLY COUNT!!! NEVER!!!

max, sure, but min, NO.

thats the wrong way to look at it
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

LathanStanley wrote:

NO NO NO NO NO!!!!

NEVER, NEVER NEVER EVER SET A MINIMUM POLY COUNT!!! NEVER!!!

max, sure, but min, NO.

thats the wrong way to look at it
im makin ak with 3 polys
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Lord Toulus Hetzer
Posts: 44
Joined: 25 Jul 2007, 19:47

Post by Lord Toulus Hetzer »

VonGratz wrote:Give a look at
http://www.xtaforever.com/forum/index.p ... 55.15.html
VonGratz Wink
oh thx master, i never see before this pictures.
but just i see my model is amid in this 2 pictures ?
Image
Image



hm,.. the head i think just need make proper texture. click on it link for animation.

Image

or what u thnik what it is bad?

And the start-walk and walking animation on the youtube and a little action
i dont know ,why no sound i used the TA spring video capturel.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

that is creepy looking. Not my cup of tea but if that is what you are going for.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

All of the things he make look like they are stalking or tip toeing, lol...
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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

wiiiieeeeeeerd.... :shock:

I didn't see the second knee on the legs...

thats, odd, looking,...

for that animation to work, lean it WAY forward, and make it run faster....

also, its a bit too "big" as an AK
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

big? We don't have anything to scale it against you fool!
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Post by BrainDamage »

in the youtube video you clearly see that they are roughly twice the height of the actual AK
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Oh. Didn't see that
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LathanStanley
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Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

It would almost be interesting to see a spinoff on the AK and have it with the mechanical layout of a Nova on Battletech...

In otherwords, put the hips at shoulder level... then it can be "midgit-like" and still have a long stride to move fast.. :wink:
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Lord Toulus Hetzer
Posts: 44
Joined: 25 Jul 2007, 19:47

Post by Lord Toulus Hetzer »

hm. yep a little taller the my AK, so if the original ta spring ak if i want put in a box the box size (in max) 20*20*20 and my 20*20*40. (in idle)
yes my all kbot in progres taller than original ta spring model. like my other unit the storm and more other is too in a 20*20*40 box.

animation is not finished jet. now ok the start walking and walking(slow{no 100% i see a littel sliding}) but the walk normal speed is in progress, and fireing is too not finished.
u can see if the unit shoting 2 diferent enamy unit the ligth blasters is not aiming correct , in the full writed cob, turning the soulder really aiming to target. and i want make like a normal weapon, shot burst, and ammo(clip) maybe 10 burts is 50 and trow out a clip from weapon button-left side.
the gun in head is a anti missile laser gun, but i need more work this function.

but in some things i dont know how i made it this just ideas,
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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

Well... if you would like... Forboding Angel has a little project up in the air, kinda, "wants" to do it, but hasn't started...

and I offered to help...

is to re-model most if not all of the T-1 TA models for now, (tanks and k-bots) and make a mod with them, namely his "Fun TA" and work on getting a foothold on all of Spring being non-cavedog content.

I'm sure, with the crazy animation you pulled, and the detail and uniqueness of that model, he'd like to talk to you... I'll catch him in PM or Teamspeak and point him this way...

I'm not very "good" with animations, but I can jury-rig them in 3DSMAX, the scripting for spring though, is way over my head.... the modeling aspect I can keep covered though...

I've got a Thud model I'm working on since Cadyr's was well... *mumbles* :roll:


but yeah, looks good man, maybe I can help teach you how to skin that right... your english is good enough for me to get the message across... :wink:
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

is to re-model most if not all of the T-1 TA models for now, (tanks and k-bots) and make a mod with them, namely his "Fun TA" and work on getting a foothold on all of Spring being non-cavedog content.
YAY.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

LathanStanley wrote:It would almost be interesting to see a spinoff on the AK and have it with the mechanical layout of a Nova on Battletech...

In otherwords, put the hips at shoulder level... then it can be "midgit-like" and still have a long stride to move fast.. :wink:
Image

like this?
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Snipafox
Posts: 5
Joined: 25 Aug 2007, 07:31

Post by Snipafox »

Wouldn't it still require at least a small "pelvis" so that it can turn and fire at enemies beside and behind it while walking?
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Lord Toulus Hetzer
Posts: 44
Joined: 25 Jul 2007, 19:47

Post by Lord Toulus Hetzer »

ok, masters i "improvement"ed my model. and made little stronger, and have this is have a new head, and new guns.(light laser blasters and the anti missiles laser gun).

Poligoncount : 1083 triangle
Vertex: 771 vertices
UW: need remake for many obejct

anyway, thx to all the critics, this is helped me. i think now this is a better mech
So here it is the pic's just click on the pictures for the bigger size.
ImageImageImageImageImageImage
ImageImageImageImageImageImage
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

remove the hydrolics around the torso and I declare it win and good.
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