[WIP] - My TA re-modeling and re-design - Page 7

[WIP] - My TA re-modeling and re-design

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smoth
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Re: [WIP] - My TA re-modeling and re-design

Post by smoth »

MR.D wrote:From a realism standpoint, rockets create no recoil forces when they're fired..
I have heard this before. rockets do not cause a recoil like a gun does, However, the force provided by the launch DOES push things:

http://www.youtube.com/watch?v=cj9msMOE ... re=related
http://www.youtube.com/watch?v=qrknoX4q ... re=related

while most missiles fired by vehicles do generate next to no push because the missile is NOT going to push enough to even nudge the vehicle. The missiles in question here are MUCH larger than the base and most likely can at least wiggle the launcher:

http://www.youtube.com/watch?v=L9StN1oN ... re=related

so I would say that having a bit of counter movement would not be out of the question. The propulsion system used by a rocket does cause nearby things to get pushed and as such it is worth considered that the concussive force of a rocket launch could nudge something.
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Guessmyname
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Re: [WIP] - My TA re-modeling and re-design

Post by Guessmyname »

smoth is right. It's the reason you mustn't fire an RPG with your back right against a wall
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Cremuss
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Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

Wow, lots of comments huhu :)
Thx !

I'll no answer each comments but the main thing all said is that is not enough height :
So here is my second try :
http://cremuss.free.fr/fodb/files/aa/render/4.jpg

Even if no "strong fixation visual effect" isn't needed cause it's just rockets, I like it, so I think I'll keep this way ^^ (maybe I'll do I'll tweak it a bit because it's easily breakable in the game)
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Argh
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Re: [WIP] - My TA re-modeling and re-design

Post by Argh »

Not bad. Looks nice and clean in the render, although I'd have to see the model / uvmap.

Crits (just my opinion, of course, feel free to ignore):

1. I'd double the length of that extension arm, then you could use the skin to depict a "slide" that it uses to go from the "rest" state with the arm near the rear to the "aiming" state, at nearly 50% more overall height, and a cooler animation.

2. With the front "tube" areas on the front of the launcher... either make them 8-sided, and eat the polycount so that they look quite round, or drop 'em and do it with the texture. It looks bad to use such crude, low-poly boxes though. Just makes it look like a copy of a model that was stone-age crude by today's standards, and you're greebling that "vent" on the sides, which could have been texture, so why not spend a few more?

3. What part of this rotates? If the "hydraulic arm" does, it will cause some complication to the scripting of the weapon, unless you model it in a neutral pose. Moreover, it'll make skinning it harder- it'll just have to have a big black "hole" there, which the "arm" will clip through, which won't look professional. Instead, add an 8-sided face at that junction between the upper section with the "vents" and that small bevelled area, so that that area is the actual "turret", and the "hole" can be a rather small rectangle painted to depict the... whatever's down there.

4. I was thinking about this, and I think, personally, that this would be far cooler if it had Robotech-style "doors" in front of the launcher tubes, that flipped open during the aiming animation. Cooler, and less totally derivative.
Saktoth
Zero-K Developer
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Re: [WIP] - My TA re-modeling and re-design

Post by Saktoth »

Crayfish wrote:While I can't speak for other mods, the mod most likely to incorporate these models in the near future is CA.
He says he isnt designing for CA, mores the pity.
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Cremuss
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Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

@ Argh : Thx for your usefull critics !
I've keeped some of your ideas I had like :-)
I've make 6side cylinder for the front rockets instead of cube, and try to make the "doors" you meant in 4. I've try something that cover all the front, not just the launcher tubes. I also tweaked the bottom part.
To finish, the "hydraulic arm" is rotating, yes. Didn't think it will be hard to script :/
In fact I just have to link the z rotation of the hydraulic arm to the rocket launcher and then keep the rocket launcher free on his fixation axis in blender. Can't it be done in Spring ?

Third try :
http://cremuss.free.fr/fodb/files/aa/render/5.jpg
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Hoi
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Re: [WIP] - My TA re-modeling and re-design

Post by Hoi »

make the "legs" a bit less tall, it looks like it's walking on stelts, and make the turret a bit bigger :-)
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Cremuss
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Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

little tweaking on the proportion :

http://cremuss.free.fr/fodb/files/aa/render/6.jpg
http://cremuss.free.fr/fodb/files/aa/render/7.jpg
http://cremuss.free.fr/fodb/files/aa/re ... nshot2.jpg
344 polys :/

I like the way it looks on the ''ingame'' render with all the AA ^^
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smoth
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Re: [WIP] - My TA re-modeling and re-design

Post by smoth »

eh, I don't like those little triangles coming off the barrel.
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Snipawolf
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Re: [WIP] - My TA re-modeling and re-design

Post by Snipawolf »

Yeah, the triangles don't look too good.
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Crayfish
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Re: [WIP] - My TA re-modeling and re-design

Post by Crayfish »

I kinda like them. Looks better all round.
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Guessmyname
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Re: [WIP] - My TA re-modeling and re-design

Post by Guessmyname »

I agree with smoth and snipa: ditch the triangles
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Cremuss
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Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

Yep :)

Triangles removed =D
Model and UV done. The UV is a bit strange cause there is a lot of different object/shapes but it still correct for texturing I guess :-)

Anti-air defense : 308 polys
http://cremuss.free.fr/fodb/files/aa/render/8.jpg
http://cremuss.free.fr/fodb/files/aa/render/9.jpg
http://cremuss.free.fr/fodb/files/aa/re ... nshot3.jpg
http://cremuss.free.fr/fodb/files/aa/files/uvs.jpg
http://cremuss.free.fr/fodb/files/aa/files/parts.jpg

http://cremuss.free.fr/fodb/files/aa/aa.obj

Next one, the HLT turret and then the T1 vehicule factory :-)
I hope I'll get a nice design for those one huhu
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Hoi
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Re: [WIP] - My TA re-modeling and re-design

Post by Hoi »

The core or the arm t1 vehicle factory? the core one is already redone.
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Hoi
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Re: [WIP] - My TA re-modeling and re-design

Post by Hoi »

I will texture and animate the defender btw
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Pressure Line
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Re: [WIP] - My TA re-modeling and re-design

Post by Pressure Line »

Hoi wrote:The core or the arm t1 vehicle factory? the core one is already redone.
why would he do a core factory when all the units he's done so far are arm?
Warlord Zsinj
Imperial Winter Developer
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Re: [WIP] - My TA re-modeling and re-design

Post by Warlord Zsinj »

I thought it would be cool if the MT unit actually raised itself out of a sheath in a telescopic fashion whenever it engaged in combat.

Image

(except that I would only have 2 segments, the base segment and the raised segment).

For gameplay purposes the unit would be able to fire at any stage during the raising animation, so it would just be cosmetic (you want it to be able to fire if any fast units fly over, not wait for it to deploy).
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Kaine
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Re: [WIP] - My TA re-modeling and re-design

Post by Kaine »

Hoi wrote:I will texture and animate the defender btw.
Well I thought I might try texturing the defender since it looks like something CA would be glad to use, but if your going to that would be great.

In fact, I think I might try out the Metal Storage earlier in this thread, to compliment the Energy Storage. :-) Might as well, I think I may make some changes from how I did the metal storage.
Last edited by Kaine on 18 Aug 2008, 03:21, edited 1 time in total.
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Hoi
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Re: [WIP] - My TA re-modeling and re-design

Post by Hoi »

Don't expect too much of the texture, I'm not good at it yet so I think I'll end up with multiple versions.
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Cremuss
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Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

Hi :)

Nothing today sorry, a bit busy :)

@ Hoi : Yeah you'r right, it's already done... so maybe the kbot one :) I don't know yet ^^
Feel free to texture/animate them, I want to see that :-)

@ Pressure Line : I think I'll do the CORE side when I'll finish the ARM side, so not today :mrgreen:

@ Warlord Zsinj : Yeah, you'r not the first having this idea but it will not be for that one =D. I like the idea but well, I'm not gonna do this for this AA sorry. Moreover, if the animating script will be hard to do with a fixed arm, I think it'll be 200x harder with deploying arm :roll:

@ Kaine : Oh yeah 8)
Just go xD

I hope you can see the first HLT try tomorrow :roll:

BB !
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