Core Goliath re-model +1 - Page 4

Core Goliath re-model +1

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

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REVENGE
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Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Death has never looked so secksy.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

I'll take great pleasure in reclaiming the corpses.
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REVENGE
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Joined: 24 Aug 2006, 06:13

Post by REVENGE »

neddiedrow wrote:I'll take great pleasure in reclaiming the corpses of Commanders who get surprise buttsecksed by Goliaths.
Fixed.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

MR.D wrote: I'm also wondering about the possibility of doing the animated tracks, via object swaps.

Sombody had posted a long time about using objects dissappearing and re-appearing to simulate the appearance of moving tracks, where each stage track-object would be offset on the texture slightly.

Code: Select all

treads()
{
	while( TRUE )
	{
  		if(bMoving)
  			{
  				if(treadnum == 1)
  				{				
  				hide tread3;
				show tread1;
				}
				if(treadnum == 2)
				{
				hide tread1;
				show tread2;
				}
				if(treadnum == 3)
				{		
				hide tread2;
				show tread3;
				}
				treadnum=treadnum+1;
		
				if( treadnum == 4)
				{treadnum=1;}
				
			}
		sleep 90;
	}
}
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

hmm looks very nice...gj be using that in my mod.(was his plan all along)
what about that krog contest?
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REVENGE
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Joined: 24 Aug 2006, 06:13

Post by REVENGE »

smoth wrote:
MR.D wrote: I'm also wondering about the possibility of doing the animated tracks, via object swaps.

Sombody had posted a long time about using objects dissappearing and re-appearing to simulate the appearance of moving tracks, where each stage track-object would be offset on the texture slightly.

Code: Select all

treads()
{
	while( TRUE )
	{
  		if(bMoving)
  			{
  				if(treadnum == 1)
  				{				
  				hide tread3;
				show tread1;
				}
				if(treadnum == 2)
				{
				hide tread1;
				show tread2;
				}
				if(treadnum == 3)
				{		
				hide tread2;
				show tread3;
				}
				treadnum=treadnum+1;
		
				if( treadnum == 4)
				{treadnum=1;}
				
			}
		sleep 90;
	}
}
Model smothed.

gg
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

Awesome Smoth, that will be the icing on the cake, thanks 8)

Now to do the Gator, Raider, Reaper ^^ lol
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rcdraco
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Joined: 22 Nov 2006, 02:50

ah

Post by rcdraco »

Do the Stumpy too!!!! Those tanks 'splode nice. Great work, I proclaim this thread smothed.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

There is an over obvious seem on the back of the area above the treads, where the back and side meet...

Otherwise, it looks great :P
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

*Zip Contents*

Final model, objects for animated tracks + wheels, Finished textures in .dds 1&2, Master 3dsmax-7 file, .s3o export, render of final unit.

http://www.mrd.str8-6.com/files/MrD_Gol ... tracks.zip

Just needs scripts now.
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REVENGE
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Joined: 24 Aug 2006, 06:13

Post by REVENGE »

MR.D wrote:Awesome Smoth, that will be the icing on the cake, thanks 8)

Now to do the Gator, Raider, Reaper ^^ lol
Don't be discriminating Core bitch plz. :lol:
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MR.D
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Post by MR.D »

I hate ARM :D jk
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smoth
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Post by smoth »

core is superior, arm is inferior.
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REVENGE
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Post by REVENGE »

smoth wrote:core is superior, arm is inferior.
troof

smothed

gg
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Alpha channel needs to have a background color of 1,1,1 btw.

Could you split the threads and wheels up into 6 and 12 objects? I've got a finished script for a tank which reverses tracks and wheels when it turns etc. á la the CNC3 mammoths.
Also the tread animation will look better when you squeeze in a fourth pair of tracks between the first and last but make sure you don't misalign the UVs because it's going to be visible there. I had to spend a lot of time to get my first decent tracks done...
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

REVENGE wrote:
smoth wrote:core is superior, arm is inferior.
troof

smothed

gg
I'm down with that.
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Splitting up the wheels would add about 120-140 poly to an already high polycount model...

I'd prefer not to, even at the cost of a little extra visual candy.

Perhaps it would be alot more valuable to an open wheeled unit where it would be more visible.

I'm pretty sure that a tank in motion would never reverse one side of the tracks anyway though, road travel just uses brakes instead of reversing the drive, only a tank that is sitting still would reverse direction of 1 track right?
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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

looks pretty, I like it, the overlay bake-on bumping on the texture looks very good, but alas, I'm gonna say it, of all people... lol

how big is the texture? 512? 1024? 2048? :|

its a game unit, not a feature, not a map... its gonna be spammed...

it might go explode a mid-range, maybe even a higher end system, if the tex is big...

the polycount is allready about 40 times as big as the origional

(yes, I'm exaggerating, thats what it takes to get a point across nowadays)
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

512x512 is default
I added in the 1024x1024 originals in case anyone wants to do edits.

Model is 1164 triangles, which is 5x the polycount of the original (224), not 50.

And if you see spammed Goliath, stop playing speedmetal..
Last edited by MR.D on 15 Oct 2007, 21:54, edited 1 time in total.
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

I thought games lag out from pathfinding before detail even comes into it.
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