CORE Copperhead +1 - Page 2

CORE Copperhead +1

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

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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: CORE Copperhead +1

Post by rattle »

Much better.
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Re: CORE Copperhead +1

Post by Machiosabre »

I just noticed, isn't that radar gonna look really weird ingame when it's spinning on his nose?
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Re: CORE Copperhead +1

Post by [Krogoth86] »

Way better - that's what I was talking about. Maybe you could remove that radar dish thingy as I think no mod gave it a radar and you could say that all the fancy radar stuff is in that "cockpit". When talking of it you might use some of the dish polies to add some details on it - the Core logo would fit nicely on the top "behind" where you put the radar dish so you can do something else for the cockpit...

Nice work... :-)
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smoth
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Re: CORE Copperhead +1

Post by smoth »

I would presume the radar is covered inside the body. Exposed like that puts it in danger of being lost.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: CORE Copperhead +1

Post by FLOZi »

1300 tris is fine.

Looks great to me.
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Argh
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Re: CORE Copperhead +1

Post by Argh »

The tricount's just fine... a lot of stuff in P.U.R.E. is around that, and you see a lot more units, on average. Not a significant issue, imo.
Warlord Zsinj
Imperial Winter Developer
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Re: CORE Copperhead +1

Post by Warlord Zsinj »

Does the head 'raise up' after it rolls out of the factory? That strikes me as a cool little animation to add to that, as it looks like it is designed to fold away. I'd suggest making it do that whenever it activates near the enemy, but you really need your AA to have immediate response.

It reminds me of the tank from terminator 2
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HeavyLancer
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Re: CORE Copperhead +1

Post by HeavyLancer »

Looks really good now, great job. Another quality Core model by MR.D!
reivanen
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Joined: 12 Feb 2008, 15:52

Re: CORE Copperhead +1

Post by reivanen »

dont worry about the polycount. It has been proven over and over again that it won't hurt your performance. It is other things in spring entirely that makes the game slow down, not the polycount of a unit.

You can test this by yourself by spawning 100 ota models with 100 polycount and then compare it to spawning 100 of your remodeled units with 1000+ polycount and you will notice the fps is the same.
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MR.D
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Re: CORE Copperhead +1

Post by MR.D »

I got another Alternate put together with some more optimisations, a few cut pieces and different barrels for the Flak cannons.

Tri count is 1370 on this, still have 8 sided wheelcaps tho, and could bring it down to 1248 if I just use planes+alpha for the wheels.

I could use this one, or the previous set, either or both are at a stage where I could start unwrapping the final model and start on the texture.
SET-A 1303 tri
Image

SET-B 1370 tri
Image
Last edited by MR.D on 18 Apr 2008, 11:57, edited 1 time in total.
Warlord Zsinj
Imperial Winter Developer
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Re: CORE Copperhead +1

Post by Warlord Zsinj »

What you've done there seems roughly in scale with the original, but if I were to make a change, I think I'd make the tracks larger - it seems like it's centre of gravity is unbalanced.
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Re: CORE Copperhead +1

Post by [Krogoth86] »

Well I prefer layout A because I don't like the new barrels. You might have had the idea of some kind of accelerating field that is generated at the end to speed up the plasma charge but well - no other unit does so (and the Goliath really would have needed it then) and it looks too fragile...

So I'd go with layout A, remove the dish and use its polies to add some details either on that rounded cockpit or on that flat area on the top...
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Crayfish
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Re: CORE Copperhead +1

Post by Crayfish »

Also prefer layout A, because I look at B and want to whisk eggs with it.
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smoth
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Re: CORE Copperhead +1

Post by smoth »

b's neck with a's guns
Warlord Zsinj
Imperial Winter Developer
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Re: CORE Copperhead +1

Post by Warlord Zsinj »

I think it'd look more balanced if the tracks were each widened by about 20% from the centreline.
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chillaaa
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Re: CORE Copperhead +1

Post by chillaaa »

I reckon phat 20"/8" tyres on the back would rawk...
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Ixoran
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Re: CORE Copperhead +1

Post by Ixoran »

Warlord Zsinj wrote:I think it'd look more balanced if the tracks were each widened by about 20% from the centreline.
+1
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Elkvis
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Joined: 03 Nov 2006, 05:18

Re: CORE Copperhead +1

Post by Elkvis »

D Remodel: Football player
OTA: Skinny geek.

It looks more core, with the heavier 'shoulder pads'.
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MR.D
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Re: CORE Copperhead +1

Post by MR.D »

I think this is the final cut, 1370 triangles.

I'm going to unwrap it and start the textures.
Wheel caps are hidden, because I decided to use square Planes+alpha to keep the polycount.

Image
Image
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Crayfish
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Joined: 12 Feb 2008, 12:39

Re: CORE Copperhead +1

Post by Crayfish »

I'm confused.

Why do half of people say that polys are important and half not?

Can someone actually test this to find an answer so that people can either stop worrying about poly count or know where to limit it?
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