SWS Design Competition: The Imperial Commander
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een voorproefje


I was not ready with the model and i was planing to finish it but i think i should have added some day to that sentence. So basicully it needs more work but i started with a sort model looking like the emperial transport ship. Basicully i ended up with the basics the same but lost the wings still this is a base that has evoloved from out of a "mobile base"

And well this the last pic that showes my first designs. I still have a wish to have some kind of a shooter on the base in front of back that looks sililar as in last starwars post in starwars topic. And i wanted to add that that trooper would have come out of some kind of shere.

Hmm and i was thinking of poseble shield protection upgrade and maybe it could have a larger range radar option(small change) upgrade.
greetz daan

I was not ready with the model and i was planing to finish it but i think i should have added some day to that sentence. So basicully it needs more work but i started with a sort model looking like the emperial transport ship. Basicully i ended up with the basics the same but lost the wings still this is a base that has evoloved from out of a "mobile base"
And well this the last pic that showes my first designs. I still have a wish to have some kind of a shooter on the base in front of back that looks sililar as in last starwars post in starwars topic. And i wanted to add that that trooper would have come out of some kind of shere.
Hmm and i was thinking of poseble shield protection upgrade and maybe it could have a larger range radar option(small change) upgrade.
greetz daan
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Snipawolf: All of the requirements are stated in the competition description. In specific answer to your questions, because there is probably only one of these things at any given time, we are happy for you to go as high as 4000 polies for this, but you need to be able to justify why you have gone that high; we think that 2500 is all you really need for this to be a succesful model.
Piece limitations are as high as Spring's limitations, for similar reasons.
Daan:
Very nice model :)
I think the form and shape of your model is very good. I think the way the doors open up to the side is clever. I also think you are the first person to deal with the upgrade slots properly, and have done it very cleverly with your modular design.
However, I think areas of your model could be improved to make the overall form and shape a little bit better.
Because english isn't your first language, I will explain using pictures:
I'm very sorry about the crappy paint quality and JPEG image quality, I'm on a computer that doesn't have photoshop.

I think overall, your design is very good and very clever. I think that in order to get it to be as good as it can be, you need to focus a little less on the upgrades, which you have thought about enough, and I understand and like. You need to focus instead on how the overall shape of the building works, so that it is as cool as the little upgrades you have.
For some images to help you, here is a concept sketch for the imperial radar:
http://img407.imageshack.us/img407/1873/eaw02ol1.jpg
Here is what I was talking about when I said the "homeworld trick" which makes an opening look like lots of stuff is happening inside it,when really it is just a flat texture:
http://www.nnm.ru/imagez/gallery/doci/s ... 7_full.png
Piece limitations are as high as Spring's limitations, for similar reasons.
Daan:
Very nice model :)
I think the form and shape of your model is very good. I think the way the doors open up to the side is clever. I also think you are the first person to deal with the upgrade slots properly, and have done it very cleverly with your modular design.
However, I think areas of your model could be improved to make the overall form and shape a little bit better.
Because english isn't your first language, I will explain using pictures:
I'm very sorry about the crappy paint quality and JPEG image quality, I'm on a computer that doesn't have photoshop.

I think overall, your design is very good and very clever. I think that in order to get it to be as good as it can be, you need to focus a little less on the upgrades, which you have thought about enough, and I understand and like. You need to focus instead on how the overall shape of the building works, so that it is as cool as the little upgrades you have.
For some images to help you, here is a concept sketch for the imperial radar:
http://img407.imageshack.us/img407/1873/eaw02ol1.jpg
Here is what I was talking about when I said the "homeworld trick" which makes an opening look like lots of stuff is happening inside it,when really it is just a flat texture:
http://www.nnm.ru/imagez/gallery/doci/s ... 7_full.png
Design
Hi
i tried to implement the radar and i think it will fit in the model but i am not sure on some things in my model. And it made spin in the right direction i think. I lost the small radars and i lost the feet of the model that was low on detail. I might give the feet an engine beneath so i could make it land vertical. any way here the radar(still i think i keep the old radar too. So one of them could be an upgrade. It would be nice if that new radar could animated collapse so its protected.

oh and i am a bit stuck with the THIS sucks part on the model. I might thought of an intry imperial cafts could come out.?
gretez daan
i tried to implement the radar and i think it will fit in the model but i am not sure on some things in my model. And it made spin in the right direction i think. I lost the small radars and i lost the feet of the model that was low on detail. I might give the feet an engine beneath so i could make it land vertical. any way here the radar(still i think i keep the old radar too. So one of them could be an upgrade. It would be nice if that new radar could animated collapse so its protected.

oh and i am a bit stuck with the THIS sucks part on the model. I might thought of an intry imperial cafts could come out.?
gretez daan
- Runecrafter
- Posts: 148
- Joined: 30 Oct 2005, 00:23
After looking at what others were coming up with I put this together.
So.. Here is my submission..
Side

Top

Perspective





The pics should explain the model pretty clearly.
I'm not sure in what format you will want the model in, at the moment it
is a Rhino model 878 polys, I thought about .obj but I think that that
format makes it one solid object.
Enjoy
So.. Here is my submission..
Side

Top

Perspective





The pics should explain the model pretty clearly.
I'm not sure in what format you will want the model in, at the moment it
is a Rhino model 878 polys, I thought about .obj but I think that that
format makes it one solid object.
Enjoy

Last edited by Runecrafter on 29 Apr 2007, 07:01, edited 1 time in total.
- Runecrafter
- Posts: 148
- Joined: 30 Oct 2005, 00:23
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Daan, I think your upgrade slots are really good (I'm very impressed with your radar actually); but I still think you aren't concentrating enough on the shape of the building itself. You're concentrating too much on the upgrades and the different things that can go there, and they all look good, but I think the building still needs a little work to get the shape right.
And yeah, the flaps need to match the openings.
Runecrafter, that's a very nice model :)
The things I really like about it:
- I love the legs, and the way you've thought out the hydraulic(?) mechanism running that. It definitely adds some style to the design
- The loading bay is also very cool. It is symmetrical; do all the bays open to spit out units, or just one bay? Perhaps if it was just one bay, you could convert the others into some sort of german bunker style opening.
- Does this happen every time a unit is built, or does it stay open while you are building a constant stream of units?
Things I think could be improved:
- I think the central area seems somewhat unfinished. Right now it has a very low profile, but the center feels like it needs to rise up, and become more emblematic. I don't want to funnel you into anything, and you are completely free to disagree with me, but if you look at Dr.Zais's entry, the raised central area seems to highlight the forboding and dominating nature of the structure, while yours seems a little more subdued in the centre.
- The anti infantry guns aren't particularly anything special; but this isn't a big deal. You've shown where you want the weapons, we can always swap something in instead.
- The radar looks a little 'tacked-on'; again, I think by raising the central area, you could work the radar in via other means, or have the central spire like a lot of people have considered.
Other things:
- How does the AA gun work? Does it rise up and fire, so that the missile box can rotate? Currently it looks like it wouldn't be able to aim up.
- It'd be nice to see an elevation and a ground plane, just to get an idea of how it sits in the ground; whether it is elevated off the ground on the legs, or embedded, etc.
Nice work, Rune, thanks for submitting :)
EDIT:
Oh, and Rhino files are fine. I use Rhino.
And yeah, the flaps need to match the openings.
Runecrafter, that's a very nice model :)
The things I really like about it:
- I love the legs, and the way you've thought out the hydraulic(?) mechanism running that. It definitely adds some style to the design
- The loading bay is also very cool. It is symmetrical; do all the bays open to spit out units, or just one bay? Perhaps if it was just one bay, you could convert the others into some sort of german bunker style opening.
- Does this happen every time a unit is built, or does it stay open while you are building a constant stream of units?
Things I think could be improved:
- I think the central area seems somewhat unfinished. Right now it has a very low profile, but the center feels like it needs to rise up, and become more emblematic. I don't want to funnel you into anything, and you are completely free to disagree with me, but if you look at Dr.Zais's entry, the raised central area seems to highlight the forboding and dominating nature of the structure, while yours seems a little more subdued in the centre.
- The anti infantry guns aren't particularly anything special; but this isn't a big deal. You've shown where you want the weapons, we can always swap something in instead.
- The radar looks a little 'tacked-on'; again, I think by raising the central area, you could work the radar in via other means, or have the central spire like a lot of people have considered.
Other things:
- How does the AA gun work? Does it rise up and fire, so that the missile box can rotate? Currently it looks like it wouldn't be able to aim up.
- It'd be nice to see an elevation and a ground plane, just to get an idea of how it sits in the ground; whether it is elevated off the ground on the legs, or embedded, etc.
Nice work, Rune, thanks for submitting :)
EDIT:
Oh, and Rhino files are fine. I use Rhino.
Altough a very nice concept it looks more cybran then imperial to me, like a giant crab. Altso dosn't have that awesome imposing authority of dr Zais building like Zsninij said.
Maybe it would work better for the rebel version, it looks a little rebelish, apart from the leg... it looks sneaky with those opening bays (dr sais has a huge impressive door just like I think the imperials would do it) and the low opening profile, round shape.
The legs would be better if they were made more boxy.
Maybe it would work better for the rebel version, it looks a little rebelish, apart from the leg... it looks sneaky with those opening bays (dr sais has a huge impressive door just like I think the imperials would do it) and the low opening profile, round shape.
The legs would be better if they were made more boxy.
I like Runecrafter's model. The legs seem to make sence for something that is meant to land on the ground.
If I had to suggest any improvements, I would suggest that once landed it starts to deploy, perhaps changing shape in some way. I don't think it really needs too much of a tower, unless after it lands propper landing gear comes into place, and it slowing transforms into something building like.
Earlier there was an idea from Dr.Zais, which showed the building landing in stages. This model looks like a great first stage, with extra things landing (and perhaps a tower landing on top?). Would be good if upgrades were done this way.
I like the idea of it being able to take off again, but that would mean it would have to be a unit.
-1
If I had to suggest any improvements, I would suggest that once landed it starts to deploy, perhaps changing shape in some way. I don't think it really needs too much of a tower, unless after it lands propper landing gear comes into place, and it slowing transforms into something building like.
Earlier there was an idea from Dr.Zais, which showed the building landing in stages. This model looks like a great first stage, with extra things landing (and perhaps a tower landing on top?). Would be good if upgrades were done this way.
I like the idea of it being able to take off again, but that would mean it would have to be a unit.
-1
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
It is actually very cybran, now that I think about it. But that's not really a point against Runecrafter, because they come from similar design philosophies (Angular, metallic, etc) if different moral philosophies.
The Rebels won't have an immobile commander, they will have a completely mobile commander, similar to what they use currently.
The Rebels won't have an immobile commander, they will have a completely mobile commander, similar to what they use currently.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24