CORE Banisher+1 model selection Poll - Page 2

CORE Banisher+1 model selection Poll

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

Moderators: MR.D, Moderators

Which model would you prefer to replace the Core Banisher model currently used.

Model #1 (Jaguar)
13
16%
Model #2 (Classic)
13
16%
Model #3 (Dalek)
22
27%
Model #4 (Minotaur)
32
40%
I like the original better than any of them.
0
No votes
I don't care.
1
1%
 
Total votes: 81

User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Re: CORE Banisher+1 model selection Poll

Post by Zpock »

Nanolathe reloading hello?
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: CORE Banisher+1 model selection Poll

Post by Gota »

I think a cubicle system would look much more pwn....
and make it more prolonged....must all units have a square base?
Not only is it sucker it also makes units harder to identify..see EE for examples of the fail of making same chasis to many units.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: CORE Banisher+1 model selection Poll

Post by Neddie »

I have no problem distinguishing between units in E&E and the URC units look great to the eye and in screenshots. No need to bring your opinion to an entirely different discussion, Yan.

I think nanolathe reload is fine, I design for it in mind usually. That said, reload from space would be hilarious.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: CORE Banisher+1 model selection Poll

Post by MR.D »

Since it looks like the Minotaur is winning by a strong lead so far, I'm going to work on refining it a bit and put up a final render of it, then start unwrapping it for textures.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: CORE Banisher+1 model selection Poll

Post by rattle »

:(
User avatar
clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: CORE Banisher+1 model selection Poll

Post by clericvash »

Hoi wrote:rename minotaur to duck :-)
haha i selected number 4 on comedy value, and i like it
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: CORE Banisher+1 model selection Poll

Post by Hoi »

clericvash wrote:
Hoi wrote:rename minotaur to duck :-)
haha i selected number 4 on comedy value, and i like it
it really looks like a duck :-)
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: CORE Banisher+1 model selection Poll

Post by MR.D »

I have the model refined a bit more, reduced the "duck" look, made some of the suggested changes, and here is the final model as it will be when I start putting texture to it.

I still want to do a little optimization to a few parts of the model to keep it at 1200 triangles or better, then I will start doing the texture work on our new Banisher model.

Currently it is at 1320 triangles, which will be reduced back down to the 1200 area for the .s3o game model.

Image
Image
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: CORE Banisher+1 model selection Poll

Post by Noruas »

Win.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: CORE Banisher+1 model selection Poll

Post by Hoi »

Its perfect, exept that i think the missiles should be round
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Re: CORE Banisher+1 model selection Poll

Post by smokingwreckage »

hawt secks winnar!
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: CORE Banisher+1 model selection Poll

Post by MR.D »

Yeah, I could save a few triangles if I just made the missiles as "plugs" instead of having fins and the extra geometry on them.

Problem is then, its just going to look like hotdogs stuck in those tubes when they're just round tubes instead of shaped out missiles.

If you guys don't care if they're hollow tubes with the missiles completely visible inside, I could just cap em and make it a bit simpler, doesn't matter to me either way.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: CORE Banisher+1 model selection Poll

Post by Hoi »

I like how the missiles fit in in the original model, however i dont know if tat is becaus its good or becaus its just that bad than you dont see it
User avatar
clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: CORE Banisher+1 model selection Poll

Post by clericvash »

I like how you have it now, keep it that way dude.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: CORE Banisher+1 model selection Poll

Post by Beherith »

Awesome! I love the final version!
And keep the missiles, Im tired of compromising some nice detail for a measly 100 tris.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: CORE Banisher+1 model selection Poll

Post by Hoi »

Beherith wrote:Awesome! I love the final version!
And keep the missiles, Im tired of compromising some nice detail for a measly 100 tris.
idd, it might even use less cpu/gpu becaus 3do's are rendered (2 or 3?) times
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: CORE Banisher+1 model selection Poll

Post by rattle »

3DOs aren't getting their backsides culled because most of the original TA models miss faces you couldn't see from the default 25.56° angle (atan(0.5)) in TA.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: CORE Banisher+1 model selection Poll

Post by REVENGE »

WIN.
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: CORE Banisher+1 model selection Poll

Post by Evil4Zerggin »

*drools*

Make sure to make the missile as a separate model as well so we can have matching projectiles.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: CORE Banisher+1 model selection Poll

Post by SpikedHelmet »

Hawt fucking sex as usual, D.
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