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Re: Core Construction Vehicle +1
Posted: 21 Feb 2008, 13:14
by AF
How about changing the opening panels to something like this:
Re: Core Construction Vehicle +1
Posted: 21 Feb 2008, 19:38
by Warlord Zsinj
I disagree AF, I think it should be kept as-is. I think it's an important element of the original design, and I prefer it over your suggested option.
Re: Core Construction Vehicle +1
Posted: 21 Feb 2008, 21:00
by rattle
Warlord Zsinj wrote:I disagree AF, I think it should be kept as-is. I think it's an important element of the original design, and I prefer it over your suggested option.
Re: Core Construction Vehicle +1
Posted: 21 Feb 2008, 22:30
by MR.D
Yeah, Im not going to add anymore changes to this.
I'll save something special for the L-2 con truck.
Re: Core Construction Vehicle +1
Posted: 22 Feb 2008, 07:04
by Gota
MR.D any chance your next modeling project can be the Krogoth?
Id think a modeler would enjoy making the Krog,being able to use as much polygons as you want and all

Re: Core Construction Vehicle +1
Posted: 22 Feb 2008, 07:22
by Saktoth
Gota wrote:MR.D any chance your next modeling project can be the Krogoth?
Id think a modeler would enjoy making the Krog,being able to use as much polygons as you want and all

Making bots is a
nightmare. The surface area is much greater than for a tank of the same size, the amount of moving parts and points of articulation.
No, its much, much harder and for a unit like the krogoth it would have to be
utterly spectacular.
Re: Core Construction Vehicle +1
Posted: 22 Feb 2008, 08:23
by Gota
You mean a real challange to test your skills and prove you are an awsome modeler.
Re: Core Construction Vehicle +1
Posted: 22 Feb 2008, 09:26
by Warlord Zsinj
... Or something that would occupy his time and take as long as it would to get a handful of smaller units out to get just one unit that is practically never built...
Re: Core Construction Vehicle +1
Posted: 22 Feb 2008, 11:49
by MR.D
heh
Alot of the Krogoth could be mirrored, so its not this Massive Undertaking that you guys are making it to be.
hard yes, impossible?.. hardly.
I want to finish the T-1 vehicle line, and maybe a couple more T-2 before I take a break from vehicles and try something else.
I still want to see Smoth keep going on his Kbot line to match up with the Morty, that level of quality and his skills with Biped's would be a great project with him working out Core Kbots.
Re: Core Construction Vehicle +1
Posted: 22 Feb 2008, 11:55
by Gota
Are you gonna make ARM have a different style than core?
Re: Core Construction Vehicle +1
Posted: 22 Feb 2008, 16:32
by AF
We could remodel the units suggested and only see the new models 1% of the time spent playing the game, or we can model the units that are built in every game and used the most that have the biggest impact on aesthetics and just happen to be the easier ones to remodel, such as factories conbots, and tier 1 units.
Re: Core Construction Vehicle +1
Posted: 22 Feb 2008, 23:56
by MR.D
I was actually thinking about trying a factory, or maybe some Naval units.
I have to agree though, while making a Krogoth would be a nice status plateau, I want to get some units done that will be "seen" in the average game.
With regards to ARM, I like what Falcrum had started on the Stumpy tank, if he decides to finish it and work out the other Arm vehicles, that would be awesome.
Theotherhiveking was doing a great job with his ARM kbot remake of the Rocko too, and Smoth's remake of the Core Morty Kbot.
The whole idea behind doing these models was to maybe inspire others to do the same and help to replace the aging OTA models so we can clear away from Cavedog IP.
I can't do the entire game's worth of units myself.. lol that would take ages at the rate I can find time to work on these between jobs and managing my free time.
With these redo models, maybe we don't need to go as far as making a completely different looking units, but to relatively maintain the styles and likeness of the origionals and then at least have our own models and textures.
Anyways, I got the Construction Vehicle all unwrapped and will be starting the texture soon.
Re: Core Construction Vehicle +1
Posted: 28 Feb 2008, 01:11
by MR.D
Small update.
I have some more shading work to do, the Nose section needs some work, and I still have to texture the Nano turret area.
I'm trying to stick to the appearance and style of the OTA model, so don't gripe about the greebles ^^ just look at the original k thx.

Re: Core Construction Vehicle +1
Posted: 28 Feb 2008, 01:13
by HeavyLancer
Yet more win. I am speechless, I cannot find an awesome enough complement for your texturing work.
Re: Core Construction Vehicle +1
Posted: 28 Feb 2008, 02:26
by smoth
the yellow should have a higher contrast and not so much gradient.
Re: Core Construction Vehicle +1
Posted: 28 Feb 2008, 07:02
by Warlord Zsinj
I personally don't like the random armour panelling; in my opinion it is too large an area for simply random panelling. I think it either needs more technical information (greebles), or a more logical armour plating layout - perhaps with slightly less obvious rivets too (seeing as those went out of fashion after the industrial age).
Re: Core Construction Vehicle +1
Posted: 28 Feb 2008, 10:54
by Gota
shouldnt the yellow be orange?would look nicer.
Re: Core Construction Vehicle +1
Posted: 28 Feb 2008, 11:05
by Warlord Zsinj
No; yellow is correct - but making it a bit darker, and a bit more cloudy makes for a nicer effect.

Re: Core Construction Vehicle +1
Posted: 28 Feb 2008, 22:47
by MR.D
More like this?
I dunno I like the bright yellow bumble bee :D
Still have the Nanoturret, and some toutchups to do.

Re: Core Construction Vehicle +1
Posted: 28 Feb 2008, 23:37
by Gota
well its deffintly and improvment over the original however i dont understand why you dont add more detail to the units and make it less boxy?Use as much polygons as you need nobody is gonna do a remodeling after you for years..so tthink ahead and make units as good looking as possible.