Missile launcher

Missile launcher

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

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MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Missile launcher

Post by MDV »

I tried to create alternative for Defender and got this:
Image
So, I don't know is this model playable.
P.S. I use mainly simple objects you see. Have no any fantasy. :roll:
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Missile launcher

Post by smoth »

very nice, keep going.
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MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Missile launcher

Post by MDV »

Thanks. So, it's my first official model... :mrgreen:
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Re: Missile launcher

Post by Wolf-In-Exile »

Looks decent, clean geometry from what I can see from the shaded view. The small bevels on the turret base and missile holes are unnecessary geometry though, IMO.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Missile launcher

Post by Argh »

Good job for a first go :-)

To clean it up, replace the beveled cylinders with plain ones (you can communicate the bevels with your texture, it's quite effective), make the tubes 8-sided cylinders, make the "feet" all one piece, instead of multiple pieces stacked on top of each other (at game sizes, those little "steps" will not be very visible) and I'd raise the launcher a bit, to give it freedom to rotate without obviously clipping into the cylinder you're using as the main turret piece.
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MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Missile launcher

Post by MDV »

Oo.. I must learn texturing.)
Defender is an often useable unit. When I am put it into game, I test model's speed and optimize it.)))
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Missile launcher

Post by rattle »

Yeah drop all the small bevels. If you really want bevels then make them big enough so they can be seen.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Missile launcher

Post by Argh »

Heh... it's not that it's going to be bad, as one unit. It's that, if you don't learn to be fairly efficient on polycount from the get-go, it all piles up- 50 triangles here, 40 there.. with 20 units on the screen, that's a 1000 triangles of waste on-screen, and tens of thousands of waste overall, if users are running a shadowmap pass.

It's your first go at all of this, so you should make it as efficient as you can, to learn good habits, instead of learning bad ones and then having to un-learn them... it's easy to model sloppily, but if you then have to fix stuff later, it takes far longer than just doing it right the first time, trust me, I've been there many times ;)

And yeah, uvmapping / skinning's the next big step, and usually the hard one- modeling and animation are relatively easy. I'd get your model really tight before doing that though, a tight model is (usually) easier to uvmap, although that depends on how many face-cutting tricks you use (looks slyly at GMN)...
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MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Missile launcher

Post by MDV »

Thanks for advices.)
Current variant is:
Image
I killed some bevels. Other I can use to accent team color. Maybe I shall put rockets in holes of barrels and they will launch when gun fires.
Also I modeled Core Pulverizer, but there are so many cylinders. :(
Image
Freelancer_Axel
Posts: 11
Joined: 03 May 2008, 10:10

Re: Missile launcher

Post by Freelancer_Axel »

i like the them, but im no designer or whatever, although id like to be (i realy wanna help out with this TA-S) i just think you keep on perfecting your skills and youll do fine 8)
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Missile launcher

Post by Saktoth »

Polytcount?

The defender looks like you smoothed it, a wireframe would be more useful forcritique.

We really need more texture artists.
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: Missile launcher

Post by clericvash »

They look pretty good, nice work man!
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Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: Missile launcher

Post by Tribulexrenamed »

Saktoth wrote:Polytcount?

The defender looks like you smoothed it, a wireframe would be more useful forcritique.

We really need more texture artists.
I would be more than willing to texture things. However, I need a properly UV-mapped unit to texture, as I have not yet mastered UV-mapping.
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Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: Missile launcher

Post by Crayfish »

Cool. They're really nice, especially for a first attempt! My first attempt so far ended in failure, but I'll keep going.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Missile launcher

Post by Warlord Zsinj »

While the defender isn't doing anything special for me - I really like your pulverizer. It has a very cool look about it. If I could change anything, I might fatten up the 'neck' a little bit, as it looks a little bit flimsy.
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MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Missile launcher

Post by MDV »

Thanks. I'm trying to create textures.)))
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Missile launcher

Post by REVENGE »

That pulverizer is indeed something special. Very organic and refined. However, here I have invoke considerations for general style and identity. I've always felt that ARM should have more refined, organic looking designs, while core should be kind of blocky and imposing. Maybe the styling for the two turrets should be switched?

Anyway, my 2cents, but regardless, respect for those two models.
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Missile launcher

Post by MR.D »

I find that remark quite untrue.

There are plenty of core units that are rounded and use soft edges, just as many as ARM.

I've found that the basic principles behind ARM units is this,
ARM uses straight forward and simple design made for speed, uses streamlined shapes, typically makes use of "even numbered" parts(2/4/6), and has a Humanoid element in the design such as cockpits or in the case of Kbots a very humanoid shape in the layout of the units.

Core uses a heavier, fuller looking unit that many times is blocky, but not always (look at the Cavedog models, hardly any of them are "blocky"),
Core's units are fat and beefy appear to be slower but more powerful looking, Core units use Odd #'s of parts quite often (1/3/5) throughout their entire unit lineup, and use a pilot-less design in their units such as with their vehicles that have no design built in cockpit area, and units like SUMO and Can which use their head for the turret where the weapons are instead of like ARM which would put a cockpit area where a pilot may be in a similar place.

Sorry for the rant, those models look excellent, I can't wait for you to get warmed up and pump out some more of those, quality stuff you're doing right there.
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MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Missile launcher

Post by MDV »

Oh.. Texturing is hard. :(
I'm making some kbots now (A.K., Freaker, Pyro), so that don't spend time in vain.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Missile launcher

Post by Argh »

MDV, a model without a skin won't get used. You need to stick to it, and learn how to get your model unwrapped and skinned. Sorry, if that sounds mean or whatever, but it's true- modeling's the easy part, skinning's the real challenge. Anybody who knows how to skin is very unlikely to bother skinning your work for you, unless it's really, really well designed.

What part is giving you trouble right now? There are a lot of people here willing to help you understand the process.
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