Core Raider light tank +1 - Page 3

Core Raider light tank +1

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

Moderators: MR.D, Moderators

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

Post by MR.D »

Atari can sue me, if they wish to pursue a lawsuit concerning a game that is 12 years old and not making any money for them, it just seems pretty pointless.

Core tanks without the Core logo, just seems silly to me..
Even if the logo is removed, the units still resemble enough of the originals, and maintain about 95% of the original scripts/code to still not take it completely out of the whole copyright stuff, right?

It would be different if Spring was on the market, making money, or if I were selling these units instead of handing them out freely to the community.

Copyright stuff is the last thing on my mind when I slap a Core logo on these models.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I'm not saying it shouldnt have the logo, rather there should be a logo-less version.

Because then you can use the tanks outside the OTA setting and not have Atari knocking on your door. A few modifications and a changed weapon and they could be the main units of a mini mod.
DZHIBRISH
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Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

Me would love to use those models.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

meh, my main thing is that logos are often times unattractive to me. They look ok but I would rather some other sort of detail in that spot.
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rcdraco
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Joined: 22 Nov 2006, 02:50

well

Post by rcdraco »

Maybe a realtime flag that waves on the top?

Or a 3d logo would be nice, or make it a really grainy 2d logo. But a bland logo like the 3do's, bleh.
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Zpock
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Post by Zpock »

Is it that hard for you to remove the logo and put in your own texture in it's place, if you want to use it in your mod?
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smoth
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Post by smoth »

it shouldn't be but not everyone is capable in that area. MR. D I am not saying take it off I am just saying that it is odd to me. I still think you did and are doing a great job.
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MR.D
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Post by MR.D »

Finally finished the texture, I figured that there is still a long ways to go so I'm going to keep moving ahead.

I'll be releasing the Model and Final .dds textures sometime tommorow soon as they're done.

Slasher is up next.

Image
Image
Image
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Damn, those tracks look gorgeous, particularly the wheels.

I reiterate my earlier demand for a tutorial as to how you approach your painting!
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MR.D
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Post by MR.D »

Warlord Zsinj wrote:I reiterate my earlier demand for a tutorial as to how you approach your painting!
I could tell you, but I bet you would like to keep your hair.. :D

Everything I do is on old Paint-Shop-Pro-6 which I bought many years back.

Most of the work is just done via filters, and alot of time with the Lasso and magic wand and tweaking the filters untill they get it just right.

I also like to use the UV map extensively for layer selection, then creating a hard outline on the texture layer.

Layering is the key to a good texture.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I don't seem to understand what you are suggesting regarding layers. Are the layers you are talking about different to the layers in photoshop?

Also, what filters do you use?For example, what are the steps you would go through to get your armour plating? What about the wheels or the base texture?

Hope you don't mind sharing, I'd love to learn how you do it :)
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

those are farking amazing. can we use them in XTA when they are completed?
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Erom
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Joined: 25 Apr 2006, 05:08

Post by Erom »

Beautiful work. The wheels and tracks are particularly impressive.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I think they'd look better if their low frequency details had more contrast. E.g. a different color on the tracks so you can see them poking through the cover on the medium thing.
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Post by Noruas »

I am already using those mdoels in xta v9.2, i have found and hacked into his desktop computer.
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MR.D
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Post by MR.D »

Noruas wrote:I am already using those mdoels in xta v9.2, i have found and hacked into his desktop computer.
LOLs, the Gator and Goliath were released in these forums publicly.. no need to hax me 8)
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Post by Noruas »

Well you didn't release the raider.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Really nice work!!!

Awesome!
MelTraX
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Joined: 02 Jan 2007, 16:18

Post by MelTraX »

Yeah.. I thought about switching to arm.. But those models tell me not to..
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MR.D
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Post by MR.D »

NOiZE wrote:Really nice work!!!

Awesome!
Thank me by putting them in BA :wink:

Then again, you guys probably want to keep BA mod as performance driven as possible, these models, while being around double the Tri/Poly count of the origionals, might slow down those players that still use 32 meg 3dfx cards to play :lol:
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