Random WIP 2006-2011 - Page 152

Random WIP 2006-2011

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

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HeavyLancer
Posts: 421
Joined: 19 May 2007, 09:28

Re: Random WIP

Post by HeavyLancer »

I was talking about the tower-bit on the superstructure, cremuss, not the guns. Oh, and make trailer please :-)
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Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

Re: Random WIP

Post by Cremuss »

ah, ok :D

@ the trailer, I'd probably need to stop my job about remaking TA units because it'll takes monthof works : /
It could do some cool advertising and a nice demo real for me, later, but well, I probably have to think about it more seriously. I don't want to waste hours and hours of work by starting something from stratch without any chance tu succeed :)
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

Some of those units would be good ta replacements, like the boats:)
Soul1337
Posts: 8
Joined: 16 Nov 2008, 21:09

Re: Random WIP

Post by Soul1337 »

I loved that Gatling Tank, but i think he should have a lil' bit bigger gatlings.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Random WIP

Post by Otherside »

im sure CA would happily give your models a home (and scripts) they look amazing
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Random WIP

Post by Saktoth »

Im going to ask you again crem, please come work for CA. :P We already have a mod, have cob/bos scritpers and most of springs lua devs. If we include your models, you can bet we will be making glamourous advertising videos showing off their awesomeness too, so you wont have to take time off of modelling if you let us do it.

Your models are fabulous, we've already included most of your released models. But some dont match the current CA unit set (we dont have a gatling tank or an adv solar panel for example).

We'd love to include all the models you make, but we might be hard-pressed doing so if they dont fit anywhere. We'll do our best to include your models, and we arent adverse to changing current models fx and weapon type to fit whatever you make, but there is only so much we can do before we start changing the gameplay around just to fit the models.

If you want to depart more from OTA designs (as you are), CA is verymuch for that too.

Again, i'll do whatever i can to include all your models, but unless you keep us in mind when making them, i cant say we'll include all of them, as much as we'd really love to.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Random WIP

Post by AF »

I've a lot of pictures to show but I can't connect on AF's ftp
Use SFTP (filezilla ftw)
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: Random WIP

Post by LordLemmi »

The gatling tanke should look like this one:

http://x00.xanga.com/ea28256b6710816202 ... 056079.jpg

KKND 1 Gatling Tank ! ;)

XD
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Random WIP

Post by [Krogoth86] »

Does anyone have problems understanding this code?

http://img2.abload.de/img/screen0380ira.jpg
Hacked
Posts: 116
Joined: 15 Aug 2008, 18:06

Re: Random WIP

Post by Hacked »

if the other icon are going to resemble the actual unit itself
how about the mex icon?
or maybe this isnt ta and im a complete idiot
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Random WIP

Post by [Krogoth86] »

Well I want to provide a clear code which in most cases is about structures and not units. Besides some special buildings / units it's more about classes and not the actual unit and its look:

Mexes for example have that mine symbol (you might know from maps), power plants have that lightning, general towers have that LLT shape and labs have that factory icon. This is meant for getting a quick overview over your or your enemie's base without the use of abstract icons consisting of geometric shapes you have to learn by heart or just squares for everything static...

Apart from that you have a couple of special and important things that get an extra symbol like hazardous fusions, nuke silos and so on. Units will stay with simple radar dots in most cases. Well i.e. ground units will. It pretty much looks like this:
  • Constructors = Wrench
  • Ships = Upper-Half Circle
  • Subs = Lower-Half Circle
  • Scouts/Spies = Eye
  • Air Fighters = "Spikey" Triangle
  • Air Bombers = Broad Triangle
  • Air Transport = "Hook"
  • Gunships = Brawler Symbol
  • T3 Mechs = Mech Icon
The rest will stay as an usual radar "dot" so you easily can distinguish between units & the rest while you also have a good overview about what type of units you are dealing with. Some T3 units get their own icons though as they're quite outstanding like Krows, Liches or Juggernauts and you might want to track them in a group of other units (not all icons can be found on that screen though)...
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

LordLemmi wrote:The gatling tanke should look like this one:

http://x00.xanga.com/ea28256b6710816202 ... 056079.jpg

KKND 1 Gatling Tank ! ;)

XD
I didn't play much of it but I did <3 that game.

Cool stuff cremuss :)
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Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

Re: Random WIP

Post by Cremuss »

thx

@ AF : ok that works :)

@ [Krogoth86] : They looks really cool and easily "understandable"
But why are you planning to replace ships and subs icons by circles ? :(
They are so cool actually !
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: Random WIP

Post by Acidd_UK »

[Krogoth86] wrote:Does anyone have problems understanding this code?
I'd echo what was said about the mexes, and add basic energy structures - for buildings like this, it's probably not necessary to have a 'fancy' symbol. I'm not sure what I'd suxxes, maybe just a small X symbol for mexes, and somthing similarly styled for wind and solars. The combat units look great, I like the big units with distinctive silhouette icons. Maybe for medium units, you could stick with the radar dot, but put a black dot or small symbol inside it? Something that reinforced the unit classes maybe (swarm, assault, arty etc)? Also, I'd like to see different sized icons for differentiating e.g. peewees and warriors.

Generally that looks really cool tho!
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Random WIP

Post by [Krogoth86] »

Cremuss wrote:But why are you planning to replace ships and subs icons by circles ? :(
They are so cool actually !
What exactly are you trying to say with this? You'd rather like a ship / sub shape instead of the upper/lower half circle style? I guess the problem is once I'd do that it might create the wish to have different icons for each type of shipe (i.e. its role). That's what I wanted to avoid in the first place - it's supposed to be a rather general code which is pretty much self-explaining and gives you a lot of oversight. That's also why I kept ground units as simple dots (although All-Terrain stuff might get a symbol of its own) - it's way easier to differ between stuff when there are as few symbols as possible...
Acidd_UK wrote:I'd echo what was said about the mexes, and add basic energy structures - for buildings like this, it's probably not necessary to have a 'fancy' symbol.
Well when testing this I found that mine symbol pretty good as it isn't hard to spot and differs very much from the rest. I'm not sure though what you want to say about the energy structures. While all mexes have that mining symbol all power plants have a lightning as symbol - just the Hazardous Advanced Fusions additionally have that radiation symbol. So in the end they don't have "fancy symbols"...
Acidd_UK wrote:Maybe for medium units, you could stick with the radar dot, but put a black dot or small symbol inside it? Something that reinforced the unit classes maybe (swarm, assault, arty etc)?
Well I once thought about that and also was thinking about giving a rough indicator for the unit's strength like having a Stumpy & Bulldog symbol for tanks which indicate tech level and strength a but. I rejected that idea for more simplicity...
Acidd_UK wrote:Also, I'd like to see different sized icons for differentiating e.g. peewees and warriors.
In theory they are as the radar icon's size is deteremined by the units footprint plus a static factor you can define. The problem is if you want to make a rather big difference in size either some icons will be too small or some will be too big and you won't see anything if there's a large group of them close together...
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Random WIP

Post by Snipawolf »

1361 polygons, I may chop the little rivets off. I suppose it's like a pseudo-fps model, since it's a bit too flat to put in an FPS and a bit too under-detailed, as well. Launches 24mm grenades. Large enough to deal damage to medium vehicles and anything weaker but small enough to travel a large distance.

I also need to clean up the proportions some.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

Mr. D can speak more in depth than I can, but I just want to say that it's absolutely essential, when modeling hand weapons, to model against a scaled human figure, and check vs. poses for clipping issues, etc.

Other than that... with a few more polygons, it'd be detailed enough for any current FPS, no problem.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Random WIP

Post by Otherside »

Image

old model having a bash at it again (no comments about wasted poly on head that bit isnt finished) other critique would be appreciated
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Random WIP

Post by Pxtl »

Like it, but it still looks really back-heavy to me - perhaps a more elaborate heel would fix that - like a big bird-foot rear toe/talon. And personally, I'd leave off the head thing. Even in a low-poly form it seems like an inconsistent detail.

The torso and pods could use more detail, but not by adding gribblies.

But the overall design, like the leg structure and the stance and the lifting pods - very cool. Keep going with it.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj »

It's quite nice in shape, but it's centre of gravity is incorrect - it'd topple backwards.
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