CORE Banisher+1 model selection Poll - Page 3

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
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: CORE Banisher+1 model selection Poll

Post by MR.D »

ok guys, sorry its been such a long time since an update.

I've just been too busy lately with RL stuff and havn't had either the time or motovation to sit down and work on the texture.

I have it almost done now though, and have a bit of spare time to finish it all up.

With the texture, I tried using a stronger contrast on the body and didn't put any camo on it, I have to smooth out some of the gradient and work out a better looking missile I think, but mostly I'm satisfied with how its going.

The final model is 1150 triangles.

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

Re: CORE Banisher+1 model selection Poll

Post by Hoi »

Great,I assume that all those black area's will be teamcolour?
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: CORE Banisher+1 model selection Poll

Post by MR.D »

About 70% of the black will be teamcolor yar :D
User avatar
Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

Re: CORE Banisher+1 model selection Poll

Post by Cremuss »

Awsome :-)

I like it =)
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: CORE Banisher+1 model selection Poll

Post by Warlord Zsinj »

Nice :)

Perhaps the teamcolour will assist, but it's feeling a bit monotone/greyscale at the moment. Some greens, browns and blues could be introduced as elements of the metal in order to bring a bit more colour to the texture without compromising the cold military nature.

I notice you went for a different "evil eye" approach then your other core units. Any specific reason for this?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: CORE Banisher+1 model selection Poll

Post by smoth »

looks good. Will look great with colors.
User avatar
clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: CORE Banisher+1 model selection Poll

Post by clericvash »

Awesome work as always buddy, keep it up :D
User avatar
MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: CORE Banisher+1 model selection Poll

Post by MDV »

It could be not bad to see all variants of Banisher ( :mrgreen: ), but this is excellent.)
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: CORE Banisher+1 model selection Poll

Post by MR.D »

Ok guys, everything is finished.

The model looks pretty good with colors applied to it now, and while being a little dark in upspring, it should look really nice ingame with proper lighting on it.

Fire up your Upspring and take a look over it.

****Zip contents****
corbanish_final.max (game model master)
corbanish_rk.max (rocket model master)
corbanish.s3o (Spring game model)
corbanishrk.s3o (spring rocket model)
corbanish_1.dds (dxt5 texture 1)
corbanish_2.dds (dxt5 texture 2)
corbanish_rk1.dds (rocket texture 1)
corbanish_rk2.dds (rocket texture 2)

*********** Model Download link ***********
http://www.mrd.str8-6.com/files/cor_banisher.zip
***************************************
I attached smoke origins on the exhaust end of the tubes for the rockets launching as well as the dummy rocket model that acts as the projectile.

For the reload sequence, the rockets should start at 2 z, and move forward to 5 z which is their idle position in the s3o model, there is enough empty space at the back end of the tube so that no clipping will occur.

Scripting should be pretty easy, as its mostly just track animations that it needs.

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

Re: CORE Banisher+1 model selection Poll

Post by Hoi »

Lol great, the rockets even have the same texture! (look at the 3do rockets)
User avatar
MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: CORE Banisher+1 model selection Poll

Post by MDV »

"Jaguar" is Arm Janus, imho. It can be used for it. :roll:
User avatar
Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: CORE Banisher+1 model selection Poll

Post by Crayfish »

MDV wrote:"Jaguar" is Arm Janus, imho. It can be used for it. :roll:
Got to agree on this!
User avatar
Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: CORE Banisher+1 model selection Poll

Post by Evil4Zerggin »

CA'd. One sweet looking model.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: CORE Banisher+1 model selection Poll

Post by MR.D »

Image
Image
Image
Image

sweet :D

Thanks Zerggin, the scripts work great.

Seems like the weapon is a bit short range when using it in CA, I guess I'm just used to how it works in BA.
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: CORE Banisher+1 model selection Poll

Post by Acidd_UK »

This thread is a really nice case study of model inception to realisation. Sweet.
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: CORE Banisher+1 model selection Poll

Post by clericvash »

Is that model actually in CA now then?
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: CORE Banisher+1 model selection Poll

Post by Otherside »

clericvash wrote:Is that model actually in CA now then?

yes
User avatar
Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

Re: CORE Banisher+1 model selection Poll

Post by Cremuss »

pfff, pro stuff ! :-)
awesome :wink:
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: CORE Banisher+1 model selection Poll

Post by Gota »

I like all your models MR.D but why did you changed the way the reaper looked?
Your reaper seems to have a bit more toyish and boxy look.
I tihnk those two small boxes o nthe barrels of the reaper give it that toyish look the original reaper didnt have.
Same with this model.
I think the turret part it a bit oversizes and fat looking,which makes it look toyish and i personnaly dont like the red dots on the rockets.
Something is off IMO,and while it looks cool it doesnt quite preserve the OTA feel.
It might look apropriate in CA but I doubt mods that want to preserve the OTA feel as much as possible would take these 2 models as they are.
User avatar
Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: CORE Banisher+1 model selection Poll

Post by Crayfish »

Awesome > OTA
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