Random WIP 2006-2011
Moderators: MR.D, Moderators
Re: Random WIP
as far as i know the arm kbots will be themed around the spherebot style
the core kbots dont have any real direction atm. the only remodel is smoth's morty, Tho Mecha/steampunk/goth was the original idea
the core kbots dont have any real direction atm. the only remodel is smoth's morty, Tho Mecha/steampunk/goth was the original idea
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Otherside wrote:Tho retarded was the original idea
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sak goth/steampunk is retarded in a high-future game with giant stompy robots. Steampunk is around the time of blackpowder weapons. NOT nanomachines.
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I think the point is the heavy-metal look. Not necessarily that literally the thing is powered by a coal-fired furnace. Think the difference between Final Fantasy VI and Final Fantasy VII - steampunk to cyberpunk, but tons of the steampunk elements got carried over into the cyberpunk setting.smoth wrote:sak goth/steampunk is retarded in a high-future game with giant stompy robots. Steampunk is around the time of blackpowder weapons. NOT nanomachines.
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FFVII isn't cyberpunk.
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Just because it was full of fantasy elements and didn't have characters connecting their brains to the internet doesn't mean that Shinra wasn't obviously inspired by things like Blade Runner and other typical cyberpunk art.neddiedrow wrote:FFVII isn't cyberpunk.
I mean for pete's sake, for most of Shinra the villains are corporate guys in suits. How much more Cyberpunk do you want?
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ffVII was steampunk with gay added in.
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if they are going to make the core heavy metal looking then they need to look at 40k which has all the grimdark they could want.
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While the setting of the game is dystopian, I contend that it is not cyberpunk in character, though it may draw upon sources. I do not limit cyberpunk as a concept to the guidelines of Neuromancer - nevertheless, Final Fantasy VII lacks too many elements in my opinion - the level of technology, the productive state, the density of population, the collapse of tradition, the generation of a technocracy, individual specialization...
The world is largely empty, and there are tremendous illogical gaps in sophistication between linked technologies... energy refinement, cryogenics and genetic manipulation are all highly developed, yet planetary transport, warfare and the space program are distinctly crude. There is no dissociation from tradition one sees in Cyberpunk either - families remain close, the social structure is not clearly stratified, religion divorced from technology remains important...
The world is largely empty, and there are tremendous illogical gaps in sophistication between linked technologies... energy refinement, cryogenics and genetic manipulation are all highly developed, yet planetary transport, warfare and the space program are distinctly crude. There is no dissociation from tradition one sees in Cyberpunk either - families remain close, the social structure is not clearly stratified, religion divorced from technology remains important...
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I was referring to the art specifically, not the setting.
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Well, the concept artwork is fantastical and essentially the same as that of the sixth game. The practical play graphics are a butchered mixture - you can even detect some Aboriginal influence if you look close enough.Pxtl wrote:I was referring to the art specifically, not the setting.
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pew pew
moved pieces in position to show fire mode
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despite the fact that it looks like some sort of plasma mech....
and the fact that there are all kinds of things wrong with the geometry...
and that I think otherside is a douche...
It looks a bit better.
and the fact that there are all kinds of things wrong with the geometry...
and that I think otherside is a douche...
It looks a bit better.
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Well, if we're critiquing seriously, and after hearing about the theme, I guess I'll give it a go:
It's a nice looking mech. I woudln't mind playing a game with those things in it, and it's especially nice that you're including open-close for the weapons, something that far too few modelers do.
That being said, didnt' we just have an argument about the heavy-metal/steampunk theme for the not-core faction? The only thing heavy/steampunk about that is the dark colouring and the sinister inclination of the "head".
It looks like you're trying to round the edges but avoiding it using low-polies. If the edges were more smooth, it would pass nicely for a support-unit to back up the SphereBot, which isn't really the desired goal, is it?
To me, a proper "heavy-metal" look involves avoiding any curves except for gas-tanks and pipes, at least for mechs (armor is a different story). Surfaces can be detailed, but tend to be very orthogonal. Rather than enclosing lots of small assemblies for complicated articulated points, you get big floating plates and boxes of armor to cover the whole region in a half-assed manner.
Of course, I have neither the time nor motivation to model any such a thing, so I should really just shut up. But other posters have mentioned - see the Marine and Orc mechs/vehicles from Warhammer 40k.
It's a nice looking mech. I woudln't mind playing a game with those things in it, and it's especially nice that you're including open-close for the weapons, something that far too few modelers do.
That being said, didnt' we just have an argument about the heavy-metal/steampunk theme for the not-core faction? The only thing heavy/steampunk about that is the dark colouring and the sinister inclination of the "head".
It looks like you're trying to round the edges but avoiding it using low-polies. If the edges were more smooth, it would pass nicely for a support-unit to back up the SphereBot, which isn't really the desired goal, is it?
To me, a proper "heavy-metal" look involves avoiding any curves except for gas-tanks and pipes, at least for mechs (armor is a different story). Surfaces can be detailed, but tend to be very orthogonal. Rather than enclosing lots of small assemblies for complicated articulated points, you get big floating plates and boxes of armor to cover the whole region in a half-assed manner.
Of course, I have neither the time nor motivation to model any such a thing, so I should really just shut up. But other posters have mentioned - see the Marine and Orc mechs/vehicles from Warhammer 40k.
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i also mentioned a mecha theme
i am well aware of the 40k universe (collected space marines and tyranids when i used to play) and i like some of the ideas (id like to see arm follow a tau like style in terms of vehicles)
but for core the design isnt really set in stone yet so im just trying to mess around
, Also i really like how old storm looked and tried to adapt it alot to a newer style. But not much can be said till its textured...
Also the steampunk/goth style isnt really been taken fully with core as the mr D remake's arent anywere near that style. So i think core kbots atm will have the style of the person who wishes to take on the task of modelling them :S
i am well aware of the 40k universe (collected space marines and tyranids when i used to play) and i like some of the ideas (id like to see arm follow a tau like style in terms of vehicles)
but for core the design isnt really set in stone yet so im just trying to mess around

Also the steampunk/goth style isnt really been taken fully with core as the mr D remake's arent anywere near that style. So i think core kbots atm will have the style of the person who wishes to take on the task of modelling them :S
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We're trying to avoid 40k just because its so well known, but you can see the influences in this concept piece:

If you think steampunk is a bad influence for core, im actually going an art deco direction for arms buildings. >_<

If you think steampunk is a bad influence for core, im actually going an art deco direction for arms buildings. >_<
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Actually, looks more like some Kevin Long Rifts stuff than Warhammer.Saktoth wrote:We're trying to avoid 40k just because its so well known, but you can see the influences in this concept piece:
If you think steampunk is a bad influence for core, im actually going an art deco direction for arms buildings. >_<
eg: http://www.geocities.com/TimesSquare/La ... timax2.gif
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Thats the Core commander, of which we already have an OTA based but IP free and s3o'd variant of pretty high quality.
There is also the Outlaw:

And misc other units:

And a bunch of other concept art.
Not all of its finalized and you can see how core and arm styles progress from a 40k dreadnaught/eldar style in this picture to something like the commander picture which is the most recent.
There is also the Outlaw:

And misc other units:

And a bunch of other concept art.
Not all of its finalized and you can see how core and arm styles progress from a 40k dreadnaught/eldar style in this picture to something like the commander picture which is the most recent.