Core Construction Vehicle +1

Core Construction Vehicle +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 Construction Vehicle +1

Post by MR.D »

764 triangles.

This is mostly just a slight variation of the in-game model,
+animated tracks & wheels.

Final Mode + script
Model+Textures = Mr.D
Script+Final Compile = Rattle
***********************
http://rattle.from-hell.net/spring/models/MRD_corcv.zip
***********************
*ota in-game model*
Image
*my remodel*
Image
Last edited by MR.D on 02 Mar 2008, 07:49, edited 5 times in total.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Core Construction Vehicle +1

Post by Sheekel »

looks great, i assume we can expect to see similar black-yellow grid paneling that the other cons have?
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Core Construction Vehicle +1

Post by MR.D »

Yeah I was thinking about putting it on the outer Doors, instead of where it was on the track shell, not sure if I want to put it on the inside of the doors, or put it discreetly inside on the junction box or elsewhere once its open.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Core Construction Vehicle +1

Post by Warlord Zsinj »

I'd personally like to see you redesign the nozzle that the nanolathe comes out of. Not a total removal from the original design, but it definitely feels like it needs some interesting technobabble there.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Core Construction Vehicle +1

Post by MR.D »

Throw me some ideas then Zsinj, a few sketches to get a general idea of "redesigned" would help alot, or a few specifics on what shape ect to try to shoot for..
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Core Construction Vehicle +1

Post by Saktoth »

If you want to stick with a relatively traditional nanolathe style, perhaps a cylindrical rather than 4-sided nozzle would be best. Id have the nozzle itself be smaller too, and put it on a slightly more impressive folding-out arm.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Core Construction Vehicle +1

Post by Warlord Zsinj »

I'll think about it and get back to you, Mr.D.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Core Construction Vehicle +1

Post by MR.D »

One thing to remember, ARM L-1 and L-2 use the lever to raise the Nanoturret on a curve.

For both CORE construction vehicles they use a straight up piston style push.

Its those subtle differences that I would like to keep, also helps keep additional scripting from being needed.
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Re: Core Construction Vehicle +1

Post by Zpock »

Don't have removed faces on the underside, it's not worth it to optimize 2 polygons here and there when in spring it can be seen from FPS angles, and when exploded pieces are flying around.

This should be a good model to try some good contrasting, since there's more obvious choices like black/yellow striped areas. Military vehicles with camoflague have a colour scheme that try to look like a garbled mess from a distance but utility vehicles are the opposite IRL, altough as a paranthesis I think one should try to deliberately put contrasting areas on the military vehicles too ignoring realism for a better look, at least concerning futuristic stuff.

Maybe try and divide the whole model into different contrasting areas at the start of making the texture? The idea is things that stand out when you minimize a screenshot of the unit to 50x50 pixels.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Core Construction Vehicle +1

Post by [Krogoth86] »

Well imo it needs a bit more details especially on its main body. The sides and front may be ok although they just are a flat rectangle with that tracks / cockpit part glued on but especially the back needs some more geometry and not just a plain face...

I also think that this spikey nano thingy should be replaced by something although I myself have had troubles when thinking of something that may look good for this but I still haven't found a really good solution. I would tend to do - well sort of a thing like the Annihilator has i.e. some kind of box where a barrel moves out. I also liked the idea to make that spikey thing itself sort of a barrel which you can see here for example:
Image

Maybe you can get some inspiration from that... :-)
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Re: Core Construction Vehicle +1

Post by Zpock »

Some exhaust pipes, tanks and hooks and stuff on the back could be good.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Core Construction Vehicle +1

Post by MR.D »

750 triangles..

Maybe there are a few things I can chop off to drop that down a bit more, but there are some of the fixes/additions you guys asked for.

The nano-lathe pod nozzle is collapsible so it can extend once it deploys, and the rear end has some heatsinks/bumpers or whatever :D

I tried to keep things minimal, hopefully this is a little better than the original wip.

Image
Last edited by MR.D on 02 Mar 2008, 07:49, edited 1 time in total.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Core Construction Vehicle +1

Post by AF »

How about the nozzle not being a nozzle at all but the 4 sides snapping out into a plus sign like dish array.
nanolathe.png
(94.17 KiB) Downloaded 72 times
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Core Construction Vehicle +1

Post by Warlord Zsinj »

I suggested something similar to Mr.D via MSN, but a little more like a claw appendage

I think he was reasonably keen to keep close to the original design, however.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Core Construction Vehicle +1

Post by AF »

as long as it looked forceful, and menacingly efficient, I can imagine the pieces snapping outwards in one quick motion
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Core Construction Vehicle +1

Post by Saktoth »

This new nozzle is cool, but it looks a little front-heavy.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Core Construction Vehicle +1

Post by Sheekel »

AF wrote:as long as it looked forceful, and menacingly efficient, I can imagine the pieces snapping outwards in one quick motion
a nozzle that opens up like a claw would be sweet, i vote for this one.

and yeah, the current one does look a bit front heavy...
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Core Construction Vehicle +1

Post by MR.D »

How about this?

I added in the unfolding tip, it opens like the ARM solar to reveal the nano nozzle inside.

Also added in an expanding counterweight on the back that will push out the same time as the nano-pod to keep it from appearing so front heavy.

I want to get started on unwrapping, so if there are any other last minute changes, be quick, or be late :-) , I want to get rolling.

764 triangles.. :wink:
Image
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Core Construction Vehicle +1

Post by Sheekel »

its awesome, the nanoturret is great. hopefully rattle can script it as you've described :-)
User avatar
Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: Core Construction Vehicle +1

Post by Crayfish »

That really is awesome. Very imaginative. How hard is it to learn how to make these things and do you need expensive software? I can't draw a straight line but can almost vaguely imagine being creative with this sort of stuff...
Post Reply

Return to “Art & Modelling”