Core Instigator +1 RE-worked

Core Instigator +1 RE-worked

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 Instigator +1 RE-worked

Post by MR.D »

Well I started on the rework on the badly needed Instigator tank.

With the skin toutchups I've done for the other models, the Gator and Slasher are the 2 that I felt really needed some reworking.

I've redone the entire UVW map and remodeled a few parts, widened the tracks and skirts, added in an actual pivoting Barrel, fixed the track animation and added in rotating wheel caps instead of just doing them via texture for what I will be a much smoother and better looking animation.

This is what i have so far, the Track skirts, and a few other small places are still unfinished, but overall its about 80% done.

Mostly its just a cleaner result, and not much has really changed as far as the style of how I did the original, to keep it blended in amongst the rest of my other models.

** old **
Image
** new **
Image
Image
Last edited by MR.D on 07 May 2008, 01:52, edited 2 times in total.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Core Instigator +1 RE-worked

Post by Warlord Zsinj »

tbh while I agree those earlier ones aren't up to the quality of your later ones, they're still heads and shoulders better then the 3do models. I think your time would be better invested for the project in redoing 3do units first and foremost, and looking at redoing these ones later.

That being said, it is looking better. The turret treatment at the back is looking a bit like a cheap soviet tank though, IMO.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Core Instigator +1 RE-worked

Post by MR.D »

Well tbh, I had planned on doing the CROC, or the Diplomat before this, but there have been alot of gripes about the Gator since I started releasing more models, and it tops my list of things to do after all that.

It being the staple unit for T1 vehicle combat, I felt it was overdue.
User avatar
HeavyLancer
Posts: 421
Joined: 19 May 2007, 09:28

Re: Core Instigator +1 RE-worked

Post by HeavyLancer »

MR.D wrote:Well tbh, I had planned on doing the CROC, or the Diplomat before this
Do the diplomat or pillager next please, they are used a lot more than the Croc. :-)
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Core Instigator +1 RE-worked

Post by [Krogoth86] »

Well I think all you have to show us is a comparison between your first one and the new version shown ingame at a distance... :wink:
User avatar
MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Core Instigator +1 RE-worked

Post by MDV »

Very beautiful! But old is beautiful too.)
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Core Instigator +1 RE-worked

Post by Otherside »

imo slasher was fine but yeh gator needed some work cos it became dull and hard to see (altho the initial gator was awesome)

im really liking new gator keep up the good work :]
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Core Instigator +1 RE-worked

Post by Saktoth »

The pivot on the turret is something thats irked me, glad you're fixing this. Keep up the good work.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Core Instigator +1 RE-worked

Post by Gota »

Looking great.
I suggest putting team color on the barrel.
Team color placement is very important yet it is again and again being placed in the wrong places.
Team color can help identify units by enhancing the units unique chasis form maybe put more thought into team color placement.
User avatar
Abaddon
Posts: 41
Joined: 13 Apr 2008, 18:36

Re: Core Instigator +1 RE-worked

Post by Abaddon »

Too wide and massive. It must be light raider, not heavy assault. This is model of Raider, not of Instigator.
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Core Instigator +1 RE-worked

Post by Otherside »

Abaddon wrote:Too wide and massive. It must be light raider, not heavy assault. This is model of Raider, not of Instigator.
no this is the raider

Image

how can u tell its to wide if u havent seen it next to raider...

ingame gator is half the size
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: Core Instigator +1 RE-worked

Post by Machiosabre »

I don't think he means the actual size, just that it's more square now, and less...fast-lookin, because of it.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Core Instigator +1 RE-worked

Post by Guessmyname »

Abaddon wrote:Too wide and massive. It must be light raider, not heavy assault. This is model of Raider, not of Instigator.
Um... actually it is the Instigator. The Raider model is posted elsewhere (see Gota's post above)
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Core Instigator +1 RE-worked

Post by Saktoth »

This is why we renamed it to the Ravager in CA... cuz the Gator is a Raider tank. :P
Gota wrote:Looking great.
I suggest putting team color on the barrel.
Team color placement is very important yet it is again and again being placed in the wrong places.
The barrel is too small a detail for teamcolour, teamcolour needs to be in large flat blocks to be visible at range. The treadcovers would be better.
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Core Instigator +1 RE-worked

Post by Noruas »

DO the Dragon Egg :P
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Core Instigator +1 RE-worked

Post by MR.D »

Finished :-)

Here is the zip file for viewing in upspring with Teamcolor and reflection/glow working.

Wait for Rattle to update the script for the new model in the main thread before trying to put this ingame.

*zip contents*
corgator.S3O (spring game model, unscripted)
corgator_1.dds (1024x1024 master)
corgator_1_512.dds (512 game texture)
corgator_2.dds (1024x1024 master)
corgator_2_512.dds (512 game texture)

********************************************
http://www.mrd.str8-6.com/files/Gator_new.zip
********************************************
New renders in the first post.

I'm pretty happy with the results, and the teamcolor areas should be plenty visible, just remember that this is a very small unit ingame compared to the other units so it won't be eye popping teamcolor unless I coat the entire model with it.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Core Instigator +1 RE-worked

Post by Gota »

Not only on the barrel but if the barrel was to be covered in team color its characteristic movement might have helped players to identify the gator easier.
Is it possible to make team color glow?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Core Instigator +1 RE-worked

Post by rattle »

Glow washes colors so it's not a good idea.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Core Instigator +1 RE-worked

Post by Warlord Zsinj »

Very nice, but I think the bevelled shapes on the sides of the main body (near where the body connects to the tracks) look lazy. They aren't really adding to the model, and don't look like anything in particular except for random plate noise - but they are way too big to warrant a simple bevelled treatment.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Core Instigator +1 RE-worked

Post by MR.D »

:evil:

There isn't anything important on that area because the size of the unit, and the range of which it will be seen will wash any details that I put there, so I stuck the teamcolor area there instead.
Post Reply

Return to “Art & Modelling”