treeform's arm tanks wip

treeform's arm tanks wip

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Treeform
Posts: 99
Joined: 13 Sep 2006, 07:42

treeform's arm tanks wip

Post by Treeform »

One of the big problems redoing old TA units is that many of them will be done by different people and not match in style. This is my pathetic attempt at getting entire arm tanks done.

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Any suggestions welcome.

I always though flash should have treads but then in the CA manuals it says that the first lab is wheeled lab. So there is two types of flash wheeled and normal. I also added side doors that open up to eject shells as it fires and a jet engine in the back for speed. maybe jeffy should also get them.

I think annihilator tank ended up completely wrong.

I am not sure how the T1 and T2 anti air can be made to work. The idea is that T1 will have lots of little hatches that would open up to shoot rockets while the T2 anti air has a huge glas/energy prism thing that shoots lasers in many directions.

I created the bulldog but though that making it a bulldozer would be cool - so i kind of ended up with two of them.

I also experimented with jeffy digging apparatus. I don't know if current engine could be made to work like that.

I gave the wheeled con 2 nano lathes because it supposed to build faster then other cons right?

The t1 artillery has little legs that help to keep it in place when it fires. And i always imaged t2 artillery to be much longer and flimsier. maybe good idea to give it legs too.

What other units or designs i should try out?
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: treeform's arm tanks wip

Post by Warlord Zsinj »

Some of those are really cute. Some are less nice. It'd be nice if you could label them so that we can comment on each individually.

EDIT: By cute, I mean good. TA units should be violently cute to really be remakes (see peewee)
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Re: treeform's arm tanks wip

Post by Masse »

artillery and missile tank with the "silos" are boring but most of them i like allot
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Re: treeform's arm tanks wip

Post by VonGratz »

I loved the dismounting missile vehicle :P :lol:
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: treeform's arm tanks wip

Post by manolo_ »

yeah and if mr.d will redo all core stuff i will be happy :). but i have to agree i miss the details. also do u wanted to chnage the ota-style?
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: treeform's arm tanks wip

Post by zwzsg »

Why pathetic? I see an excellent use of polygons, they are few and well placed and well shaped, and the models overall shapes are the kind of which that'll be easy to recognize from above, with the important parts standing out.

Of course a bad texturing could break them, but otherwise I like those models a lot, they're really good for a RTS.
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IllvilJa
Posts: 90
Joined: 08 Sep 2008, 00:01

Re: treeform's arm tanks wip

Post by IllvilJa »

I like these models. Not that I really play any *A mods or understand how they work, but I think these guys form a reasonable consistent bunch of aggressive vehicles.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: treeform's arm tanks wip

Post by smoth »

I hate renders.

Do them, get a texture on them though. It is nice that you have some low poly models but that means that you have large areas for great detailed textures or empty failure. I am interested in where this will go but flat shaded screen cap from your model editor would be fine to.
daan 79

Re: treeform's arm tanks wip

Post by daan 79 »

By letting stuff away create more, That is very impressive. I really like the tracks(wheels). They all show caracter.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: treeform's arm tanks wip

Post by Saktoth »

Oi, go work on 2AW! You have an engine to rewrite!

No seriously i shouldnt be saying that we need all the model help we can get.

They are cute, nice designs, but very low poly. CA already looks dated, so we want new art content to be high poly high detail if possible. (Go recruit some of your AFF friends to make models for us. :P) Our major bottleneck in models for CA is texture work though.

Ive already redone 2 vehicles, Samson and Jeffy.

Samson:
Image
The Jeffy looks like this, though it is deprecated (esp the texture, has a cockpit, which is wrong since there is nobody to drive it). Dont have a shot of it textured though...
Image

Some of my brothers design ideas for Arm (Nova) stuff.
Image

You dont need to follow any of the above designs, but keeping it in mind will help coherency if you want to integrate well with the current models. We'll take anything of sufficient quality if its appropriate though. Replacing OTA content takes priority over anything else, as long as it doesnt actually make the mod look worse.

This is all assuming your designing for CA, ofc.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: treeform's arm tanks wip

Post by zwzsg »

This is a tad sad that these are TA remodels. I mean, by now TA units have been redone about three times each or something! I'd be happier if you had made those for units for another mod. For instance Forb's EvoRTS which already has everything to be a very nice mod, save non-ugly models and textures.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: treeform's arm tanks wip

Post by AF »

Theres no reason why forb couldnt nab and texture them before they make it into CA
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: treeform's arm tanks wip

Post by Saktoth »

zwzsg wrote:This is a tad sad that these are TA remodels. I mean, by now TA units have been redone about three times each or something! I'd be happier if you had made those for units for another mod. For instance Forb's EvoRTS which already has everything to be a very nice mod, save non-ugly models and textures.
If you can seriously find high quality non-infringing models for every single unit in OTA, CA could be IP free tomorrow.

Zwzsg, CA is very serious about replacing our models and being TA IP free. As you can see, our origional designs are not in fact much like TA units at all. We dont need our lives made any more difficult regarding modeller recruitment than it already is thanks much.

Any models for CA will be under open source liscences and should ideally not ape OTA designs enough for there to be any kind of infringement.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: treeform's arm tanks wip

Post by Pxtl »

If the Spherebot family and the hyper-curvy missile truck are meant to be indicators of the Nova styling, that stuff really doesn't look right for CA.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: treeform's arm tanks wip

Post by Neddie »

2AW?

If you label the individual tanks I can go by one by one.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: treeform's arm tanks wip

Post by bobthedinosaur »

zwzsg wrote:by now TA units have been redone about three times each or something
i hear sup com 2 is in the works :P


but yeah separating them would help a lot.
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Wisse
Posts: 263
Joined: 10 Jul 2006, 17:50

Re: treeform's arm tanks wip

Post by Wisse »

I rly like this stuff man!

But as said, textures can break those models. Render looks sweet, probably better than anything I could get in-game with my rig.
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