W.I.P AK

W.I.P AK

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

Moderators: MR.D, Moderators

Post Reply
dinocool
Posts: 20
Joined: 18 Oct 2008, 10:28

W.I.P AK

Post by dinocool »

hey guys, heres my w.i.p AK

modeled off http://itchstudios.com/psg/ta/ta.htm

my first model ever :P

Image

does it look ok??

face count is 430
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: W.I.P AK

Post by Hoi »

Whats with the strange render? Just show it in viewport mode so we can see how you did the geometry. Also the legs and feet are too small, and some other things.

Spring uses an old animation system called bos/cob, this means you have to split your mesh into parts so it can be animated, each part that needs to be animated seperately needs to be a part.

It's very good for a first model though :wink:
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: W.I.P AK

Post by [Krogoth86] »

There are most certainly several points to say about that...

At first: That's not an AK but sort of a humanoid character wearing armor or something but no mechanical "thing". It sure has a distant resemblance to an A.K. but that's it. One reason for this (as an example) probably are the legs/hips. Your model has legs like a human being has - a machine has sort of a torso and then the legs are put on top of it as they are seperate pieces turning around a joint and not something with a skeleton working with muscles and skin (although in fact K-Bots did have sort of "muscles" for moving the limbs according to the manual but still it's about moving stuff and not how it's attached :wink: )...

When talking about the need of having seperate model parts due to Spring's animation system it sort of reminds of what I just said and maybe that's one reason why K-Bots turned out the way they did in TA (although "mechanical" robots pretty much are the standard in Sci-Fi)...

So after "pounding" you and your model a bit there's still a lot positive to say about what you did. While you pretty much missed your goal of doing an A.K. you actually did a good job when it comes to your first time craftsmanship in modelling as it's excellent when regarding this. So keep going! :-)
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: W.I.P AK

Post by Hoi »

He modeled it from http://itchstudios.com/psg/ta/ta.htm, so don't comment on the design :wink:
User avatar
Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Re: W.I.P AK

Post by Masse »

Hoi wrote:He modeled it from http://itchstudios.com/psg/ta/ta.htm, so don't comment on the design :wink:
i think you still can talk abaut the style... it really is more like human instead of robot or "ak".

first change the render then work on the model... waste way more time on it and... shit its hard to say whats wrong with it when so much is wrong, lets start all over again, first models you do should be allot simplier like tanks.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: W.I.P AK

Post by smoth »

spring does not currently support mesh deformation. You will need to break the model up into managable objects.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: W.I.P AK

Post by Pxtl »

smoth wrote:spring does not currently support mesh deformation. You will need to break the model up into managable objects.
This.

Sad news for the modeller, unfortunately.

And while I like the idea, it's obviously meant for Complete Annihilation (since CA is the only mod that uses really different-looking themes for models) and it really doesn't fit with the theme they've got in mind for Core.

The only model in CA I can think of that your dude looks related to is that Arm SAM truck.

The other problem is it just doesn't look big enough. TA units are supposed to be huge. The little bit of hunchbacked deformity and mechanical features help keep the SphereBot from looking like a dude in a suit. Yours, sadly, lacks that feature.

Still, it's absolutely wonderful for a first outing, and I wish you the best of luck with your work.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: W.I.P AK

Post by Saktoth »

As Pxtl said, if you want to work on re-doing OTA models under new designs, CA is looking for modellers!

We cant make direct remakes or copy the PSG TA stuff because they're both copyright. However, our designs has been 'inspired' by some of Arnes work. If we were to draw direct paralels though, we'd probably swap the Arm and Core designs around, so that Arm is the smooth black-and-white one, while core is the blocky one with metal textures.

For Core (Logos, working titles) we are following Mr.D's remakes, which still use core logos and some are based on OTA designs, but are of high quality, good design, and there are enough of them with enough differences from the OTA origionals to create a solid base from. The look is angular, industrial sci-fi.

For Arm (Nova) we are using more anime-esque smooth modern sci-fi designs. The best (though not final or authoratative) example of this is the Spherebot, IE the Peewee Warrior and Jethro replacements.

You can find some of my brothers concept art (mostly for the core AK, so appropriate) here.

If you'd like to make smooth, curved units, as i say, we've plenty of room for them in arm (nova) if you'd like to work with us!

More info about CA can be found at http://www.caspring.org
Post Reply

Return to “Art & Modelling”