Arm Hammer Test - Page 2

Arm Hammer Test

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

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Wolf-In-Exile
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Joined: 21 Nov 2005, 13:40

Re: Arm Hammer Test

Post by Wolf-In-Exile »

Warlord Zsinj wrote:Image
Clearly what any hammer remake should be based on.
Can't touch that.
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Stealth870
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Re: Arm Hammer Test

Post by Stealth870 »

Image

:roll:
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REVENGE
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Re: Arm Hammer Test

Post by REVENGE »

Wow, I was lol'ing, but then I realized how machio-styled it is, especially after your drawing.

I saw, keep going in this direction! :P
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Stealth870
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Re: Arm Hammer Test

Post by Stealth870 »

Well, I don't get it then, what am I exaggerating? The barrels seem to look normal, unless you mean the flaps? here I have them open so you can see the actual barrel:

Image

Here's the original for reference:

Image
And once again mine, in multiple angles:
Image
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smoth
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Re: Arm Hammer Test

Post by smoth »

stealth they are exaggerated so they can bee seen from over a mile up in the air...

that is like strapping a battleship cannot on a vw beetle.
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Stealth870
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Re: Arm Hammer Test

Post by Stealth870 »

So like this is better?

Image
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smoth
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Re: Arm Hammer Test

Post by smoth »

looks like you just scaled the weapon covers down.

Also why do you have half cylinders floating there?
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Argh
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Re: Arm Hammer Test

Post by Argh »

Meh, I agree with the whole, "it looks like a Machio toon, keep it" feeling. Totally. Keep the giant guns.

Personally, I'd rather see more stuff like that for CA, as it fits the image much better than more serious-looking work.
imbaczek
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Re: Arm Hammer Test

Post by imbaczek »

i'd move barrels back a bit and make them longer, now they look like water guns or search lights of some kind 8)
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Stealth870
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Re: Arm Hammer Test

Post by Stealth870 »

smoth wrote:looks like you just scaled the weapon covers down.
Also why do you have half cylinders floating there?
I shortened the barrels, scaled everything down, and the half cylinders are like screws I guess? You know since the flaps have to open up, they are being held in place by something. :P And since people get annoyed with wasted polies, I thought just the top half would work?
Argh wrote:Meh, I agree with the whole, "it looks like a Machio toon, keep it" feeling. Totally. Keep the giant guns.

Personally, I'd rather see more stuff like that for CA, as it fits the image much better than more serious-looking work.
Thanks, I think I shall stick to that as well, seeing as how I really don't know what I'm doing! :lol: And "toony" is my style anyway (Machio isn't the only cartoonist around here! ;) Machio! I challenge you! :mrgreen: ).

I guess besides the barrel preferences, the rest is good enough. I should practice some of that UV mapping stuff. :P
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smoth
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Re: Arm Hammer Test

Post by smoth »

I definitely thought the length was good just the size was too big. The old barrel bore would toss the unit into the air or crashing down on each shot. Also, I would model it for all angles we do not look at it from only top down, the polygons added wouldn't really be a big deal.

*edit* also the cockpit needs to be extended more forward. ESP when you compare it to the original.
Last edited by smoth on 11 Jun 2008, 22:33, edited 1 time in total.
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Forboding Angel
Evolution RTS Developer
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Re: Arm Hammer Test

Post by Forboding Angel »

My main problem with it is that it looks like a krog sat on it.
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Stealth870
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Re: Arm Hammer Test

Post by Stealth870 »

Forboding Angel wrote:My main problem with it is that it looks like a krog sat on it.
Is the Hammer a tall unit? :roll: Being an Arty K-Bot (meaning it's a walking robot) it's gotta have a low center of gravity (be short) so it can fire right? :-)

Image

Ok so here I made one maintaining the old length, but with a thinner barrel, yet large flaps (I think it remains toonish yet feasible at the same time in the proportions). Also on the bottom cover of the barrel I added a "cap". I believe this is what the current Spring model has, and gives more purpose to the covers to begin with. :P Full cylinderdized the side flap fulcrum screw thing.

Thanks for all the suggestions guys. :mrgreen:
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smoth
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Re: Arm Hammer Test

Post by smoth »

the tank clasps on the back can be removed and drawn via textures.

VERY GOOD modification of the barrel, the chest still needs to poke out farther. The way it is now, there is no point in the subdivide in the middle as the angle is so small that it is a waste. if you take that lower square and pull it forward you can get a nice cockpit look to it and even give it a sort of cauldronborn/marauder look.

*Edit* never mind the chest is fine but you may want to kill that edge on the front as it unnecessarily breaks the geometry of that rectangle.
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Argh
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Re: Arm Hammer Test

Post by Argh »

the tank clasps on the back can be removed and drawn via textures.
+1

I like the cannon design, looks like a winner to me. Almost tempted to say that it should have a second cylinder, so that it can recoil along a sleeve, for extra sex.

In fact... screw it, it'll raise the polycount by 44 tris (two 8-sided cyls, with 2 fronts only, as the rears don't need to exist)... I say, do it, it'll make it look a lot better when animated, if the barrels can recoil.

The indented rectangle on the top of the body needs to go... that's something that could just as easily be skinned, just like the "straps" on the "backpack". Pity that getting rid of that means basically rebuilding that body.
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smoth
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Re: Arm Hammer Test

Post by smoth »

nah, it is an easy opperation argh, since it is an inseted square.

all he has to do is select that face in face mode, then hit face mode again selecting the inset squares. he can then press delete merging all of them.
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Argh
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Re: Arm Hammer Test

Post by Argh »

Ah, k, good to know that. In Rhino, that'd be a pain in the arse, if it was already converted to a mesh from NURBS...
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smoth
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Re: Arm Hammer Test

Post by smoth »

yeah, it is one of the features that made me LOEV wings. If you want I can make a very short video showing it. It is *borat voice* very nice!

one of the things that makes wings fun is you can delete an edge on a whim and it just merges the two faces.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Arm Hammer Test

Post by FLOZi »

Argh wrote:Ah, k, good to know that. In Rhino, that'd be a pain in the arse, if it was already converted to a mesh from NURBS...

Which is why you only mesh once you've built the whole model - and keep a copy of the NURBS original. :wink:
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Argh
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Re: Arm Hammer Test

Post by Argh »

Which is why you only mesh once you've built the whole model - and keep a copy of the NURBS original. :wink:
I usually don't mesh until I'm 100% sure I'm never going to do anything else with it again that doesn't involve major changes, then throw away the original to forestall temptation. I burn the ship, Viking-style, so to speak ;) Yes, that's crazy. No, you should never do that. It works for me, though, as modeling's almost always the fastest part of the process for me anyhow.

The idea of doing mesh fixes quickly in Wings definitely appeals to me, though, as going through Wings is usually part of my workflow anyhow. I've found that if you weld stuff in Rhino at 60 degrees, and the mesh is contiguous, then you can usually work with it in Wings Ok.
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