CORE T2 vehicle plant WIP

CORE T2 vehicle plant WIP

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

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

CORE T2 vehicle plant WIP

Post by MR.D »

Had this sitting on my HD for a while, thought I would show what I had so far.

The original T2 factory is sitting next to it for comparison.

I still don't have a filehost, so click the links for the images.

Its sitting at 900 triangles so far.

Image
Attachments
coravp_test1.jpg
front
(194.71 KiB) Downloaded 174 times
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: CORE T2 vehicle plant WIP

Post by [Krogoth86] »

I'd say it's pretty good although I totally dislike those four cylinders which pop up and your "bevel" between the top surface faces on the left and right connecting towards those edge parts look weird from certain angles:

Image

That small gap makes it look like floating or attached in a "wrong" manner. It imo also doesn't really add much so imo you also could have done it the simple way and that is just having the edge part sit on top of the side / back part and having some stuff for the edge in its texture...
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KingRaptor
Zero-K Developer
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Joined: 14 Mar 2007, 03:44

Re: CORE T2 vehicle plant WIP

Post by KingRaptor »

Wow, the original is that low poly?

Nice remake, creative.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: CORE T2 vehicle plant WIP

Post by Beherith »

mucho luv!
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Neddie
Community Lead
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Re: CORE T2 vehicle plant WIP

Post by Neddie »

I can dig it.
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: CORE T2 vehicle plant WIP

Post by Pressure Line »

Beautiful! The only bit I don't like is the hollow ends on the pieces with the nanolathes inside.
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: CORE T2 vehicle plant WIP

Post by MidKnight »

YES!
I love the rising cylinders! keep them!

PS: what happened to the shield truck? :P
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TheFatController
Balanced Annihilation Developer
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Re: CORE T2 vehicle plant WIP

Post by TheFatController »

Looks good
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VonGratz
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Joined: 03 May 2005, 05:25

Re: CORE T2 vehicle plant WIP

Post by VonGratz »

MidKnight wrote:YES!
I love the rising cylinders! keep them!
+1 :wink:
Very creative.
Gertkane
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Joined: 18 Mar 2006, 16:10

Re: CORE T2 vehicle plant WIP

Post by Gertkane »

Business is good as usual.
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: CORE T2 vehicle plant WIP

Post by MR.D »

MidKnight wrote: PS: what happened to the shield truck? :P
I do have it partially textured, but its been slow going, and its not in a state of completion that I wanted to show anyone yet.
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: CORE T2 vehicle plant WIP

Post by MR.D »

I finally have some time to work on some of my models again, thought I would finish up the T2 vehicles while I have the time to do em.

Work is done on the factory, just gotta unwrap it and get it textured now.

1524 triangles.

Image
Attachments
coravp_test2b.jpg
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coravp_test2.jpg
(235.76 KiB) Downloaded 3 times
coravp_test2c.jpg
Top/Front views
(174.39 KiB) Downloaded 3 times
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: CORE T2 vehicle plant WIP

Post by Beherith »

I like it a lot!
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manolo_
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Joined: 01 Jul 2008, 00:08

Re: CORE T2 vehicle plant WIP

Post by manolo_ »

looks really good, i cant wait till its textured
luckywaldo7
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Joined: 17 Sep 2008, 04:36

Re: CORE T2 vehicle plant WIP

Post by luckywaldo7 »

Your stuff is awesome, glad to see you back at it.
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Argh
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Re: CORE T2 vehicle plant WIP

Post by Argh »

Looks great!
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MR.D
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Re: CORE T2 vehicle plant WIP

Post by MR.D »

Got everything together, just working out the texture atm.

If you guys want to look over the .s3o model for it, everything is there for whoever wants to get a head start on the script.

It should be a very easy animation to key in, as its pretty basic unfolding.

Sequence limits (Opening).

Stage 1. (gantry Towers open)
wing_1 | rotate 0 to -90 z
wing_2 | rotate 0 to 90 x
wing_3 | rotate 0 to 90 z

Stage 2. (Nano bays open)
bay_1 | rotate 0 to 90 z
bay_2 | rotate 0 to -90 x
bay_3 | rotate 0 to -90 z

Stage 3. (Nanolathe extends | both parts need to move synchronized or parts will clip)
arm_1 | rotate 0 to 140 z
arm_2 | rotate 0 to -140 x
arm_3 | rotate 0 to -140 z
nano_1 | rotate 0 to -100 z
nano_2 | rotate 0 to 100 x
nano_3 | rotate 0 to 100 z

Stage 4. (power/resource nodes connect to nanolathe)
pow_1 | rotate 0 to 90 z
pow_2 | rotate 0 to -90 x
pow_3 | rotate 0 to -90 z

Then reverse order for closing, you can probably let stage 3+4 synchronize for faster closing without parts clipping.

Its been a while since I've worked out a model, so if something is missing, plz let me know.

I also put together a low quality .avi of the animation sequence played out in max.
Attachments
coravp_test.zip
Avi movie of opening sequence.
(very crude)
(1.43 MiB) Downloaded 31 times
coravp2_s3o_only.zip
(38.4 KiB) Downloaded 22 times
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: CORE T2 vehicle plant WIP

Post by MR.D »

I finally have some progress to show you guys on this.

Its been hard to get my mojo going with texturing after not working on it for months, but I think its coming along pretty decent.

Most of the texture is finished now, just a couple more parts to get done and shaded and I will have the final textures ready for you guys.

Here are some pics.

Image
Image
Image
Attachments
coravp_tex1c.jpg
(288.51 KiB) Downloaded 3 times
coravp_tex1b.jpg
(361.29 KiB) Downloaded 3 times
coravp_tex1a.jpg
(409.55 KiB) Downloaded 3 times
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: CORE T2 vehicle plant WIP

Post by Gota »

Woooo Awesome.
That looks real nice.
gj.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: CORE T2 vehicle plant WIP

Post by Saktoth »

Totally gorgeous! Possibly some of your best, perhaps at least most complex, work to date. Very stlish, with a great coherency of design- perhaps a bit grey but that probably helps the coherency.
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