Random WIP 2006-2011 - Page 55

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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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Oh, that table-like stance is what turtles have (because their shell goes above and below their shoulder and hip joints), you should have looked at a moving turtle to see how to animate that.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Yay, PURE is back! What still needs modelling?
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

In tank model competition thread FLOZi asked for M-30. It would be be offtopic there (as it's not a tank), so I'm posting it here.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

YAY! :-) Cheers Yuritch 8)
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

wow

Post by rcdraco »

I just don't get it, everyone here is a better modeller then me.

And as far as Argh's in concerned, that mod better get released before 2012, I want to play it.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: wow

Post by Snipawolf »

rcdraco wrote:I just don't get it, everyone here is a better modeller then me.
How long have you been modelling? That is what I thought. I've had, roughly, 4 or 5 months of modelling experience, probably more since I dicked around with Wings for a while before actually going to make my mod. With time and practice comes experience. These guys have been around for a few years and know the routine.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

I've had a year and a bit more practise (can't say with greater accuracy due to shoddy memory)
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

I was lucky enough to get good ish after my 3rd model... and pretty good at UV maps by my 5th. Myself, I found I learnt more and got better faster when modeling something that existed and I hence had something to aim to make it look right against. Maybe you should try that, not trying to model from your imagination. (u might be doing that already... I dont know :-) )

Most important thing is, keep in mind some people here are almost (if not) good enough to do this for a job.

aGorm
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

I've been modelling since, erm... early 2002. So over 5 years. Heh.


Really don't have much to show for half a decades experience! :lol:
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: wow

Post by rcdraco »

Well, I made a new model today, nothing special, my Eucolon Carrier for The Plot of War, it resembles the original better then a few of the earlier ones.

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Click to Enlarge.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

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Initial WIP of the last of the land units for the Overmind, a super-heavy tank with a particle beam weapon. Yes, those treads will be fully animated...
Last edited by Argh on 06 Nov 2007, 03:14, edited 1 time in total.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Quite a phail of a render.

Good luck on those treads, I tried some like those once, they are pretty damn hard, but I have a feeling you can do it. Mine came out.. alright. I killed the unit because it was pretty laggy, though, didn't look well either.

Lots of moves, have fun, lol. Takes way too much time IMO.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

They're fairly easy if you can wrap objects around a bezier line and nigh to impossible if you can't. Argh, show the edges next time please, it's rather difficult to make out the body shape. Looks like a star destroyer on tracks.

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1012 tris.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Is dat sum dune spice harvester?
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

As Rattle stated, it's pretty easy to do if you can use a bezier curve to wrap- just make the first tread, uvmap it, then re-import the mesh, and use the spline curve to make copies wrap around it... then move the mesh a bit forwards, repeat until you've reached the desired number of animation steps (3-4 is usually enough).

At any rate, I've re-rendered to give you a slightly clearer view. The body, etc. is kept very low-poly to keep total polycount per frame within reasonable spec- about 1350 tris. Which is high, and I could save about 800 by just using uv-map treads, instead, but I really like real treads, and this isn't a unit you'll be spamming, so it's cool.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Much better render. In any case, I await PURE's release. Too bad you've spoiled all the units, heh.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Much better indeed. These treads save a lot of UV space by the way.
edit: Hm, no they don't. :P
Peet wrote:Is dat sum dune spice harvester?
Yes.
bezier line
Quite an antagonism... like straight curves. :oops:
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

hehe

Post by rcdraco »

Here is my new one, this is mostly a concept.

The Europian Crusher[name pending] - Front Assault Tank

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Click to enlarge.

This will be my first go at a limited arc gun. :oops:
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rcdraco
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Joined: 22 Nov 2006, 02:50

hehe

Post by rcdraco »

Here are 2 of mine, the Europian Landing Craft, and Europian Mole.

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Click to enlarge, etc.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

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The finished tank.
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