[WIP] - My TA re-modeling and re-design - Page 15

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

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Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

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

Post by Cremuss »

Finally done

Nuke launcher : 1182 tris
http://cremuss.free.fr/fodb/files/nukel ... der/11.jpg
http://cremuss.free.fr/fodb/files/nukel ... der/10.jpg
http://cremuss.free.fr/fodb/files/nukel ... es/uvs.jpg
http://cremuss.free.fr/fodb/files/nukel ... uncher.obj
Obj file is set without any rockets. They can be find here in obj.
http://cremuss.free.fr/fodb/files/nukel ... s_pack.obj

Annihilator pics tomorrow or later tonight.

I've a question. I've tweaked a bit a mod to see how it works by unzip the sd7 file and now I want to play it but re-zipping it and renaming it to sd7 don't work. I read that sd7 file are created by 7zip. Anyway on linux ?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

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

Post by Gnomre »

Just name the directory to "anything.sdd" and change the name in the modinfo.tdf file (it's just a text file). You should end up with whereveryourspringdatais/mods/anything.sdd/.

Also, I didn't look too closely so I may be wrong, but it doesn't look like you included the nuke rocket on the nuke launcher. We can't currently attach external s3o files to models, so in order to have the animation a duplicate rocket has to be a part of the launcher's model. It's an illusion: that piece just gets hidden when the weapon actually fires, and unhidden when the launcher has folded back up. Look at Mr. D's Diplomat model if you want to see how it should be done.
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Gota
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Joined: 11 Jan 2008, 16:55

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

Post by Gota »

Also make sure your zipping the files inside the mod's folder not the folder itself.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

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

Post by Hoi »

Gota wrote:Also make sure your zipping the files inside the mod's folder not the folder itself.
The whole point of .sdd is not having to zip....
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Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

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

Post by Cremuss »

Yop ! Sorry for late :)

@ Gnome : Thx for the .sdd, it worked =)
Yeah, I know that rocket as to be in the obj, but I've made a rocket pack to let you choose the one you prefer so you can open nuke launcher base obj and rocket obj, put them together and re-exporting them. But I can make a .obj with a nuke missile if it's really necessary.

@ Gota : Yeah, I think the zipping was not the problem, I just didn't thought to change the name in modinfo.tdf :-)

So, Here is the first try of the annihilator. I wanted to keep the massive and defensive aspect of it, but I removed the deployable turret system, because the annihilator is deployed only the first time he shoot so it's completly unecessary : o
The tri count is a bit high atm (1500-1600) but I'm gonna remove useless details.
http://cremuss.free.fr/fodb/files/annih ... nder/1.jpg

And I think I'm gonna start texturing my stuff right now because it has to be done and I need to learn texturing. So be fine with me :mrgreen:
Big bertha first try :
http://cremuss.free.fr/fodb/files/bigbe ... r/tex2.jpg
http://cremuss.free.fr/fodb/files/bigbe ... r/tex1.jpg
http://cremuss.free.fr/fodb/files/bigbe ... r/tex3.jpg

Moreover, if you have any idea to do the deployement system of the ambusher it could be fine if you show me that because I've no idea how to do the opening cylinder door system.

Last think, I'd like to see my big bertha in game when the texture will be done. If I'm right, I've to use upspring, do the .cob file for animation and .fbi for the unit stats. How can I run upspring on linux without using wine ?
Thx :)
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

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

Post by [Krogoth86] »

The Anni looks pretty good except for the gunbarrel. It also pretty much fails because of the removed opening / closing procedure. This doesn't just take away a bit of its original feeling but also breaks the way it works in virtually every TA mod today and that is closing it when being under fire for more armor...

With that said it definitely needs that opening/closing sequence. Imo you also can go up with the polycount by quite a lot as an Annihilator isn't something that will appear in sheer masses - I mean look at Mr.D's Banisher for example: It has 1150 triangles and will appear in way higher number than an Annihilator but still it's all fine (graphics itself aren't Spring's bottleneck anyway)...
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Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

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

Post by Crayfish »

Yeah, you can turn the anni off in most TA mods, at which point it closes and gets an armour bonus. Needs that opening and closing thing. I like the look of it in general. You don't usually see that many built so wouldn't worry overmuch about the poly count.

The bertha texture looks okay, I assume that the green is teamcolour. Could we have an image from play distance too?
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smoth
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Joined: 13 Jan 2005, 00:46

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

Post by smoth »

I like the texture.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

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

Post by bobthedinosaur »

nice and awesome, love annihilator and the textorz job on the bertha
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Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

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

Post by Cremuss »

ok !

I've worked on a open/closed system and remodeled some details on the gun.
It's a simple double door system.
http://cremuss.free.fr/fodb/files/annih ... nder/2.jpg

Basics animation steps :
http://cremuss.free.fr/fodb/files/annih ... r/anim.gif

And a play distance view with a dirt ground texture :
http://cremuss.free.fr/fodb/files/bigbe ... r/tex4.jpg
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Gota
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Re: [WIP] - My TA re-modeling and re-design

Post by Gota »

crem.
Seems the anni hasa bvery tough looking base and imo it looks abit unproportional to the turret itself.baseis big and buldgy turret is flimsy.
Make the turret itslef a bit fatter tougher looking and its perfect,IMO.
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Hobo Joe
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Joined: 02 Jan 2008, 21:55

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

Post by Hobo Joe »

Your work is amazing.


It's nice to see another modeler who's keeping the TA style.
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

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

Post by smokingwreckage »

Great work all round. I like the Anni proportions, makes it pretty intuitive that you get armour bonuses when closed.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

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

Post by Hoi »

Great work, but the bertha texture doesn't really fit the ta style:(
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

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

Post by MR.D »

/me Slaps hoi in the mouth :mrgreen:

Its fine, and close enough resemblance to the OTA Bertha that you can still recognize it easily.

Texture is pretty decent on the Bertha too, maybe a bit monotone IMO, but still good enough and has good highlights and teamcolor.

Annihilator is pretty sweet too, definitely has that hi-tech feel.
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

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

Post by LordLemmi »

i like your style more than mr.d´s work O.o
dunno why, but maybe it feels more TA than mr.d´s work.
texture is fine for now ! :)
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

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

Post by Warlord Zsinj »

The brightness of the teamcolour, and the regularity of it vs the darker base texture is a bit jarring in my opinion, it looks kinda like some sort of neon light you'd see in a nightclub. I think you could keep a similar aggressive approach to teamcolour without having it look like something out of Close Encounters of the 3rd Kind.

However, I think you show a lot of promise with that texture, you've got a good sense of preshading and highlighting. I think a little bit of greebling would go very far.
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panzeriv2
Posts: 208
Joined: 12 Aug 2008, 12:02

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

Post by panzeriv2 »

Gota wrote:crem.
Seems the anni hasa bvery tough looking base and imo it looks abit unproportional to the turret itself.baseis big and buldgy turret is flimsy.
Make the turret itslef a bit fatter tougher looking and its perfect,IMO.
got.
ilike datanni model.it isf ine for me. and that turrer is not flikmsy .

In other words:
Type clearly next TIME!!

Cremuss:
Add some dirt textures, they look nice
daan 79

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

Post by daan 79 »

Very cool and i like the models alot.

I thought what anni would look like remodeld.

I got rewarded opening some of your links.

Btw i like(the fact. edit) that you tried soething different than big shitty teamcolor
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

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

Post by MR.D »

LordLemmi wrote:i like your style more than mr.d´s work O.o
dunno why, but maybe it feels more TA than mr.d´s work.
texture is fine for now ! :)
Yeah this guy puts me to shame, :-)

Its all good though, Structures are one thing, but I can't wait till he starts hitting some mobile units.
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