Arm Hover - Page 2

Arm Hover

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

Moderators: MR.D, Moderators

xxxkiller
Posts: 10
Joined: 28 Mar 2008, 13:25

Re: Arm Hover

Post by xxxkiller »

Here is what ive done to the turret now + you can see the tricount at the top left of the viewport.

Edit: Yeah the images are great, thx for the excellent feedback :D
Attachments
hover5.png
(227.47 KiB) Downloaded 205 times
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Arm Hover

Post by smoth »

it works for me. On the vent slats, we do have transparency available btw.
xxxkiller
Posts: 10
Joined: 28 Mar 2008, 13:25

Re: Arm Hover

Post by xxxkiller »

The Vent slits are all just 1 face each (2 tris)

Edit: gonna go to sleep guys, merry christmas to all.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Arm Hover

Post by smoth »

I guess it would be the same if you have no backfaces on them.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Arm Hover

Post by Saktoth »

Pls come work for CA. :D
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Arm Hover

Post by jK »

Saktoth wrote:Pls come work for CA. :D
We don't need 1:1 copies especially when Infogrames starts to use their OTA IP.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Arm Hover

Post by MR.D »

jK wrote:especially when Infogrames starts to use their OTA IP.
Say what?

Pretty decent looking model though, clone mostly, but still quality work IMO.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Arm Hover

Post by REVENGE »

I know that barrel looks flat, but I've always thought it's just a lighting issue, as the bottom half of the barrel's side is very dark. Otherwise, I think it's meant to be cylindrical.
xxxkiller
Posts: 10
Joined: 28 Mar 2008, 13:25

Re: Arm Hover

Post by xxxkiller »

I tried to make something that isnt a clone so this is my try at an origional arm hover; tank ; whatever it looks like to you guys.

It only has 348 tris.

Edit: sry, didnt see the render was broken, added a viewport screen.
Attachments
armhover.png
(187.3 KiB) Downloaded 115 times
armhover.png
(68.5 KiB) Downloaded 99 times
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Arm Hover

Post by Hoi »

I like it, but it won't work as a hover, the turret can't turn on the y axis, so it can only fire straight ahead.

Would work as a gunship though.
xxxkiller
Posts: 10
Joined: 28 Mar 2008, 13:25

Re: Arm Hover

Post by xxxkiller »

I changed the turret a bit and put the cocpit somewhere else, it also only has 374 tris.
Attachments
armhover2.jpg
(232.58 KiB) Downloaded 136 times
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Arm Hover

Post by Hoi »

Yeah, that'd work.
User avatar
MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Arm Hover

Post by MDV »

No, it isn't interesting. First version is better!
It can be an universal weapon (land + anti-air because y-axis).
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Arm Hover

Post by Pressure Line »

too flat on the y axis imo. give it some shape.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Arm Hover

Post by Saktoth »

I liked the one with the guns on front, though clearly thats an impractical design (no y turret rotation).

Could do with more detail and work.

Some neat hovercraft designs for inspiration:
http://curlhead.deviantart.com/art/sket ... s-76251867
http://taytonclait.deviantart.com/art/H ... P-60955491
http://taytonclait.deviantart.com/art/H ... y-19073553
http://anasrist.deviantart.com/art/HOVE ... -101975722
http://generaladam.deviantart.com/art/S ... e-89030503
http://aleph-.deviantart.com/art/Ant-Ar ... s-76993906
http://ak10.deviantart.com/art/Skipper-Test-1-33064123
(those are copyrighted so dont copy them verbatim).
jK wrote:
Saktoth wrote:Pls come work for CA. :D
We don't need 1:1 copies especially when Infogrames starts to use their OTA IP.
Which is why it'd be nice if he worked for CA instead of doing 1:1 copies.
Say what?
viewtopic.php?f=10&t=17203

*mumbles stupid forum truncating my links when i edit*
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Arm Hover

Post by MidKnight »

All of these are very nice, you're a good modeler :-)

IMO you're pretty much done with the modeling, and so it's time to unwrap and texture this thing.
User avatar
MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Arm Hover

Post by MDV »

jK wrote:We don't need 1:1 copies especially when Infogrames starts to use their OTA IP.
Replace the gun with Bertha and put the mobile Wind Generator and chicken farm to the top. It will be not a copy. :roll:
As for me, I don't understand such changes and that's why don't like CA.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Arm Hover

Post by Saktoth »

MDV wrote:As for me, I don't understand such changes and that's why don't like CA.
Uhhhh, because what we are doing is probably illegal? Duh?
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Arm Hover

Post by Pressure Line »

i lolled.

and btw, Sak, get me some real graphical guidelines (preferably ones that dont conflict) and i'll see what i can cook up (i need a break from BT stuff atm)
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Arm Hover

Post by SpikedHelmet »

I love some of the futuristic military vehicle art floating about the internet. Here's another couple of really nice ones:

http://chrisdrysdale.com/full/drysdale_hovertanks.jpg

http://www.rocketpunchstudios.com/artga ... ertank.jpg

Unfortunately they rarely come with anything resembling schematics or consistent multi-perspective views. But I'd like to see a game which utilizes these kinds of designs. Interestingly a lot of them share a lot of commonality.
Post Reply

Return to “Art & Modelling”