Core Slasher Missle Truck +1

Core Slasher Missle Truck +1

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

Moderators: MR.D, Moderators

User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Core Slasher Missle Truck +1

Post by MR.D »

Here is my model remake all done, went with a bulkier look on the heatshield behind the cockpit area.

Also set it up, so that when the missle pod is raised, that the bottom missile tube gets a clear unobstructed lateral shot when shooting forwards.

Tri count is at 583, which is a little high but this thing has 16 wheels and 4 track objects.

Hope you guys enjoy this.

Final in-game Scrpited Model & textures.
**edit**
Script fixed, read Rattle's last post for Mod fixes.

http://rattle.from-hell.net/spring/mode ... ormist.zip


Image
Image
Last edited by MR.D on 25 Nov 2007, 11:38, edited 7 times in total.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

could always make it a halftrack instead (but then it may be too similar to the samson, i dunno.) that will drop the tri-count. but at 554 i wouldnt say you had a major problem with the count (does this include hidden faces?)
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

There are no hidden faces in the count. I included the wheels into the total, just hid them for the render.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

i think it looks great as is tbh :D
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

Well imo it has the same "problem" your Goliath has:
It's too short in length and that's why I think it looks ... clumsy. And with too short I mean just the "cargo area" the cockpit is perfectly fine but if you compare your model with the original Slasher you'll see that they used about 2x the cockpit length for the cargo area while you just use 1.5x. The difference isn't big when you see the numbers but it has a big visual impact imo...
User avatar
clumsy_culhane
Posts: 370
Joined: 30 Jul 2007, 10:27

Post by clumsy_culhane »

[Krogoth86] wrote:Well imo it has the same "problem" your Goliath has:
It's too short in length and that's why I think it looks ... clumsy. And with too short I mean just the "cargo area" the cockpit is perfectly fine but if you compare your model with the original Slasher you'll see that they used about 2x the cockpit length for the cargo area while you just use 1.5x. The difference isn't big when you see the numbers but it has a big visual impact imo...
i agree, i think the cockpit should be longer.. mabye a touch higher, but then it obstructs the rockets..
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I think it would be a better idea to change the design to have the cargo area be thicker so it doesn't look as silly with the missile "tower" on the back and instead looks more like a turret.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Tweaks.

better/worse?

Green one is the OTA slasher
Silver is my remodel

Image
Image
Last edited by MR.D on 11 Nov 2007, 00:57, edited 1 time in total.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

Way better - I like it! :-)
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

much better IMHO.
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

How can it fire forward, hopefully the missile turret raises above front wall?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Most likely... or +noclip :P
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

Noruas wrote:How can it fire forward, hopefully the missile turret raises above front wall?
look at the first pic :P
User avatar
ianmac
Posts: 253
Joined: 02 Jul 2007, 01:40

Post by ianmac »

I like the on the left.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I'd love to see some sort of built-in reload mechanism, similar to what you see on the LAAT in Star Wars (best shot of it is as the LAATs are lifting off from rescuing the jedi in the stadium in Episode II)
User avatar
clumsy_culhane
Posts: 370
Joined: 30 Jul 2007, 10:27

Post by clumsy_culhane »

the lastest pictures of it look awesome :) cant wait to see the texture etc
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

MR.D for modeler of the month.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Naw, just most bored guy with extra free time.
Best that I could hope for is equality with some of the other guys here.
User avatar
ianmac
Posts: 253
Joined: 02 Jul 2007, 01:40

Post by ianmac »

I think you've done grate justice to the OTA modles.
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

there is no equality, you are beyond them.
Post Reply

Return to “Art & Modelling”