Random WIP 2006-2011 - Page 78

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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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Random WIP

Post by Snipawolf »

Woot! This took WAY too long to do, but it was pretty fun. The team color was tricky, until I found out I could do it opposite (retaining view of the original texture) then invert the colors. Yeah, those round things on the cylinders are lights, and they shine on the top of it.

1408 tris
28 Pieces (Including individual tail and wings so I break things off when it dies)
Image

Image

Image

Edit: Might as well explain some. Couldn't find a good name, so I dubbed it Osprey. Has 8 HMG's in the wings, two rocket racks, and a gatling gun. It is a close-air-support plane and strafes enemy installations and armor columns, wreaking havoc.

No lighting or secondary texture yet.
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: Random WIP

Post by clericvash »

isn't osprey from eve online?

ps. models awesome, what mods it for?
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: Random WIP

Post by Machiosabre »

the osprey is just a plane with helicopter dealies, lots of games use it.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Re: Random WIP

Post by Snipawolf »

It is for use with my own game.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Random WIP

Post by Snipawolf »

Ingame, still no secondary texture, I was more concerned with getting it in-game enough to blow things up. Since I can't have 21 weapons, the rockets are emitted and the base/whole plane is turned on the x-axis to aim for the rockets >_>

Neither pics show the MGs firing, but you can easily imagine what those would look like. First pic has the rotary nose cannon firing and emitting shells out the bottom and the second just has rockets and an explosion.

Edit: Late edit, extremely late...

Video of the Osprey strafing :

http://files.filefront.com/OspreyStrafi ... einfo.html
Last edited by Snipawolf on 04 May 2008, 03:02, edited 1 time in total.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Random WIP

Post by KDR_11k »

Emitted? 21 weapons? Uh, you know about the projectiles tag, right?
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Random WIP

Post by Snipawolf »

Yes, I know about that. What I mean is I was going to have them shoot out each with a chance to find their own target and home in. I decided not to do that or the macross-styled homing missile either because then it would be overkill and there wouldn't be enough weapons, I would have to make a burst or something to stay under 16 weapons.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

I'd make the ejected shells a bit smaller if I were you
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Re: Random WIP

Post by Crampman »

Image

I was bored, so I played with rhino...
Maybe this could be a replacement model for some *A mod...But I can't texture it myself :(
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Random WIP

Post by Snipawolf »

The front turret looks too large and I don't think it would look good in any *A mods. Other than that, I like it :P
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Random WIP

Post by Saktoth »

Snipawolf wrote:The front turret looks too large and I don't think it would look good in any *A mods. Other than that, I like it :P
Speak for your own *A mod. The design looks fine for CA's new design direction.

Though, the problem is its too long. Until we get hitboxes, we cant really have ships that long.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Random WIP

Post by Peet »

Saktoth wrote:Though, the problem is its too long. Until we get hitboxes, we cant really have ships that long.
I direct thee to SVN rev 5493.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Random WIP

Post by Snipawolf »

Saktoth wrote:
Snipawolf wrote:The front turret looks too large and I don't think it would look good in any *A mods. Other than that, I like it :P
Speak for your own *A mod. The design looks fine for CA's new design direction.

Though, the problem is its too long. Until we get hitboxes, we cant really have ships that long.

Except the crazy guys working from an *A mod and trying to make something new :wink:
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Random WIP

Post by SpikedHelmet »

Atleast they're trying, CA is the only *A mod I respect, because they've actually spent a lot of time adding content rather than basing the entire thing on text tweaks.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Re: Random WIP

Post by Snipawolf »

Yep, I agree completely.
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Wolf-In-Exile
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Joined: 21 Nov 2005, 13:40

Re: Random WIP

Post by Wolf-In-Exile »

Image
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Vadi
Posts: 446
Joined: 03 Jan 2008, 14:51

Re: Random WIP

Post by Vadi »

Brilliant :-)
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

SpikedHelmet wrote:Atleast they're trying, CA is the only *A mod I respect, because they've actually spent a lot of time adding content rather than basing the entire thing on text tweaks.
Add NOTA to the list.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Random WIP

Post by SpikedHelmet »

Tiger II WIP:

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[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Random WIP

Post by [Krogoth86] »

I now've continued work on the Thud MK-II and after many many different approaches I now have some feet I kinda like:
Image

I'll add a rotatable claw at the feet's back which gets contact to the ground first when walking and then let's the rest of the foot "roll down". The siege deployment leg also is still missing and I think I'll rather attach it somewhere below the hips part instead of having it attached to the torso's back somehow...
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