Random WIP 2006-2011 - Page 52

Random WIP 2006-2011

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

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lgustavomp
Posts: 27
Joined: 18 Mar 2007, 14:13

Post by lgustavomp »

Can i join?

Here's my concept for arm jeffy with michelin tires. Pardon my texturing... i'm learning yet.

~750 tris

Image
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Looks good, very stylish design while still echoing the OTA model. Dont apologize for the texturing it looks fine.

Also: Suspension script. :D
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Neddie
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Post by Neddie »

I think you could stand to cut back on polies in a few areas, but it looks good to me as well.
Death Dragon
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Joined: 20 Oct 2007, 09:47

Post by Death Dragon »

Rcdraco I bet you got the flamethrower design from Warzone. :P
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

My two criticism of that design, lgustavomp, would be:

1) There needs to be a more obvious connection between the gun and the chassis. Currently it feels a little 'tacked on'. I'd suggest detailing the mount a little more.

2) It also feels a little like it would be more at home in Spring Racers then OTA, because it appears to be built more for racing then for fast combat maneuvers. If you look at the jeffy from OTA, it probably shares more in common with a dune buggy then with a race car.

I could only find a pic of the weasel, not the jeffy, but they're pretty similar. IIRC there's a jeffy in the starting movie.
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rattle
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Post by rattle »

Hum, I'd use 4 cyded cylinders, other than that it's cool. Yeah it may fit better in the racer mod.
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rcdraco
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Joined: 22 Nov 2006, 02:50

haha

Post by rcdraco »

I added a few "secrets".

The non-combat turrets are all math symbols, the flamethrower from warzone 2100, and the laziness it took to make the models that focus more on the models detail, then actually having a feasible texture.
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lgustavomp
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Post by lgustavomp »

Thank you for your crits. I'll pay more attention to the 'turret' bases, it's really simple. The wheels are really heavy in poly count but, rattle, with this current engine and the actual computers, i think the wheels deserve a lil bit more polys (i know, 12 sides as i used is a lil bit too much but, at least 6 or 8.)

Btw, if someone from springraces want it, just drop me a pm. I'd be glad to help.
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rattle
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Post by rattle »

The wheels are fine, I meant the gun barrel and the uh that thing in the front of the car (forgot what it's called). This is where you can save some polygons.
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Neddie
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Post by Neddie »

rattle wrote:The wheels are fine, I meant the gun barrel and the uh that thing in the front of the car (forgot what it's called). This is where you can save some polygons.
Same here. Bumper/Rollbar?

You could make it a three sided tube and it should look the same in game.
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

Maybe I'll also do a little Sneak Peak of what I'm currently doing:
First of all the new Core Rocketeer (Level 1 Rocket Artillery) - the Wolverine / Shellshocker counterpart which is badly missing on the K-Bot side imo. I think he turned out pretty sweet:
Image Image

The next thing is the Core Advanced Windgenerator. It's not as good as the Rocketeer but I still like it (except for some details) and I think it's going to stay that way for now:
Image

Of course there's also the Arm counterpart though I still don't really like it although it's pretty much the 3rd design I gave it. But as the Core version it is going to stay that way right now:
Image

Thanks to the CA windmill LUACob (where I cut out the height measuring and replaced it by a static value) they also really do energy based on the wind strength...

I'm going to end it with something that sucks. It's the Arm Rocketeer counterpart but well - this now really is a WIP as the torso still needs one or two details and the "turret backpack" doesn't fit yet. He also has some script errors too (which is why I put him ingame in that state already). Do empty objects not rotate with the rest although they are children of something? The firepoints and exhaust positions somehow merge pretty much in the front of the unit after a few shots...
Image

EDIT:
I found the script error though I don't know why it behaved the way it did because of that...
Warlord Zsinj
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Post by Warlord Zsinj »

3do = fail!

We need to move on!
[Krogoth86]
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Post by [Krogoth86] »

Warlord Zsinj wrote:3do = fail!

We need to move on!
Well maybe you have to... :wink:
No seriously now - to cut long story short I'm going to do yet another TA style mod pretty much based on BA with new units (where I think there should be some just like the Level 1 K-Bot Artillery so you won't see a Monkeylord or something in my mod) and my own balancing. That's why I'm staying with 3do as it gives you a consistent look which I right now prefer over some better looking s3o units you won't have much advantage of because you're mostly not counting the bricks on your buidlings but commanding from a zoomed out position (besides you really have to cut down the texture LOD for s3os or else they look washed out and thus even worse than 3dos leading to a minor performance on older systems)...

BTW here an updated picture. Looks ok to me now - maybe I'll keep it that way...
Image
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rcdraco
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yea

Post by rcdraco »

I'll say all the power to him, he's a decent modeller, and the 3do's look ok, keep up the great work, don't listen to them, EE uses/used 3do for a long time, and actually looks worse as s3o. >_<
Last edited by rcdraco on 31 Oct 2007, 02:52, edited 1 time in total.
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rattle
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Post by rattle »

*cough* s3o
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Peet
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Re: yea

Post by Peet »

rcdraco wrote:and the 3do's look cavedog quality
You really fail at complementing :P
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Pressure Line
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Joined: 21 May 2007, 02:09

Post by Pressure Line »

[Krogoth86] wrote: No seriously now - to cut long story short I'm going to do yet another TA style mod pretty much based on BA with new units (where I think there should be some just like the Level 1 K-Bot Artillery so you won't see a Monkeylord or something in my mod) and my own balancing. That's why I'm staying with 3do as it gives you a consistent look which I right now prefer
tbh. fair enough.while an s3o unit isnt that hard to make, its hard to make well, and unless you really feel like running the magic wand of modelfixing over all the OTA units, id say 3do would be the way to go to add a few units into the existing universe.
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rattle
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Post by rattle »

Image
570 tris
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KDR_11k
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Post by KDR_11k »

Modelling for EE now?
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Fanger
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Post by Fanger »

who what now...?
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