Random WIP 2006-2011
Moderators: MR.D, Moderators
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Hey, that arghtank turned out even better than it looked like it would!
Those huge beefy tracks are nifty. I don't believe we've had anything resembling that in Spring yet... Should look crushy and mangly ingame.
Untextured, that body didn't look so great... but the texture adds a lot, as is plain to see. It also makes military sense, as shots would reflect off the sloped hull (and hit the treads?
).
Those Europian look interesting. I remember seeing a dev thread for that mod a while back, it looks like it has promise.
Those great big moonrover looking wheels do a fair job of conveying the "from space"-ness. You might want to give more thought to the sides though; the suspension on the mole looks kindof disconnected from the body, and the landing craft is generally flat.
Those huge beefy tracks are nifty. I don't believe we've had anything resembling that in Spring yet... Should look crushy and mangly ingame.

Untextured, that body didn't look so great... but the texture adds a lot, as is plain to see. It also makes military sense, as shots would reflect off the sloped hull (and hit the treads?

Those Europian look interesting. I remember seeing a dev thread for that mod a while back, it looks like it has promise.
Those great big moonrover looking wheels do a fair job of conveying the "from space"-ness. You might want to give more thought to the sides though; the suspension on the mole looks kindof disconnected from the body, and the landing craft is generally flat.
<shrugs> I always imagine the models with a skin on them- if anything, showing the "before" and "after" shots (let alone what things look like in-game, which is better than the skinned shots, of course) shows what a good skin does- it helps the player see the parts of the model that are important (there's the gun, ooh, those are tracks and they move, whoa, what's that thingy, etc.). For example, I've used very extreme preshading on the tracks- the "outer" faces are quite a bit brighter than the edges and backs. This makes it very obvious, visually, when the tracks are moving, because even zoomed out, a player's going to see alternating dark / light blocks moving.
Which is not to say that sucky geometry will become win with a good enough skin. That tank got rebuilt at least 3 times from the ground up, trying to find a concept I actually liked- something unique, that fit the overall style of the Overmind, that wasn't too weird.
I usually do a sketch or three, then build what I've sketched... and then go to sleep and look at it the next day. If it sucks, then I rework it, trying to keep whatever seems to work, losing the stuff that doesn't. With the tank, I wanted to do an energy weapon that wasn't a standard laser or just a "glowing bolt that hurts stuff", so I kept working on that part, trying to come up with something that would visually tell players, "hey, this isn't like the cannons or lasers in this game". The body and tread design are basically like the other triangular tank, just a bit fancier and reversed. Like the other triangle tank, it works out to a near-square from above, which I think is neat, visually.
Which is not to say that sucky geometry will become win with a good enough skin. That tank got rebuilt at least 3 times from the ground up, trying to find a concept I actually liked- something unique, that fit the overall style of the Overmind, that wasn't too weird.
I usually do a sketch or three, then build what I've sketched... and then go to sleep and look at it the next day. If it sucks, then I rework it, trying to keep whatever seems to work, losing the stuff that doesn't. With the tank, I wanted to do an energy weapon that wasn't a standard laser or just a "glowing bolt that hurts stuff", so I kept working on that part, trying to come up with something that would visually tell players, "hey, this isn't like the cannons or lasers in this game". The body and tread design are basically like the other triangular tank, just a bit fancier and reversed. Like the other triangle tank, it works out to a near-square from above, which I think is neat, visually.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Whee... Dune in spring.
There seems to be an influx of epic mods in development recently.
I say that tank turned out better than it looked like it would, as the body seemed too unsubstantial relative to the tracks and gun. Overall, it also looked frail for a heavy tank.
The texture then helped to portray it's size, strength, and weight, hence making it turn out better than the untextured mesh made it look.
Also, those boxes look good. Are they for something related to resources in your mod? They also look very S:44-ish...
There seems to be an influx of epic mods in development recently.
I say that tank turned out better than it looked like it would, as the body seemed too unsubstantial relative to the tracks and gun. Overall, it also looked frail for a heavy tank.
The texture then helped to portray it's size, strength, and weight, hence making it turn out better than the untextured mesh made it look.
Also, those boxes look good. Are they for something related to resources in your mod? They also look very S:44-ish...
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09