Random WIP 2006-2011 - Page 215

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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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

well maybe you 2 played too many video games or watched too many movies but i can tell you from actual training, when you have body armor, you hold the rifle in a square stance. especially in close quarters battles (CQB).

Reasons for this are: 1 you can lean into your weapon to control recoil, and 2 armor sapi plates are in front and armor doesn't help much on the sides.
This guy is showing the right stance, but is waring a t shirt:https://ssl31.pair.com/padef/gobbels/im ... close2.jpg

Another reason is animation. it was just a bitch to have to add extra animation parts for the arms to move up and down at a side ways stance. the geometry is not dynamic enough to do this.

I do agree tho it looks odd, when compared to common trends.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

bob you are awesome
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Random WIP

Post by Pxtl »

@bob - they overdo it in movies, but look at the picture you posted - the barrel-shroud is pointed slightly away from the camera, and the guy's shoulders are pointed slightly towards the camera. All in all, the normal of the shoulders looks to be about 20 degrees off the normal of the rifle.

But yeah, animating it would suck, and it's a fine compromise.
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TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Re: Random WIP

Post by TheRegisteredOne »

you guys suck at animation. Just have the gun point forward in the s3o then:

Code: Select all

create()
{
      ...
      turn torso to y-axis <20> now;
      ...
}

restore()
{
      ...
      turn torso to y-axis <20> speed <10>;
      ...
}
2 extra lines, not that difficult...
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Random WIP

Post by Sheekel »

TheRegisteredOne wrote:you guys suck at animation. Just have the gun point forward in the s3o then:

Code: Select all

create()
{
      ...
      turn torso to y-axis <20> now;
      ...
}

restore()
{
      ...
      turn torso to y-axis <20> speed <10>;
      ...
}
2 extra lines, not that difficult...
This will only work if you separate the body into at least two parts, a torso and a pelvis. Its hard to see from his screens but it looks as though bob did not model the unit with this in mind.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

Thanks for the elementary code but, it's not the scripting that is the problem, it's the arms. the arms can't rotate at awkward angles and stay aligned, there is a torso and pelvis but that is not the issue.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Random WIP

Post by Saktoth »

Yes, like my SphereRock script, the problem is aiming up and down at targets.

You can make a rotation point at the chest so the unit aims up and down by bending there: but then when he aims directly upwards he will bend over at 90 degrees. Which would look, well, weird.
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Hoi
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Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

Image

1128 tri's, not optimised yet.

Yes I could use alpha maps, but I don't want to. Some people have it off and then they will see a black box, it doesn't optimise that much here, and this unit will be rare.

Well, rare.... I'm not making a game, but if I would be making one it would be a rare unit :wink:
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Random WIP

Post by manolo_ »

what program are u using fot the animation (coz wings3d didnt support that as far as i know)
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Hoi
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Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

None, I just moved the pieces and took screenshots. I put them in photoshop, then cropped them, then put them into fireworks and made an animated gif.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Re: Random WIP

Post by j5mello »

my only criticism is that the loading "arms" shouldn't have extra "rounds" in it if the system takes the old round drops back down under ground and then pops up with a fresh one...
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

Hoi wrote: then put them into fireworks and made an animated gif.
:?
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Random WIP

Post by Saktoth »

Image
As seen on model base. My attempt to make a generic factory arm.

844 faces and climbing, hopefully i can make something cool and complex enough. Most of the front part of the arm (the claw) is just placeholder stuff and it needs a lot more work, but thoughts on the direction.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

normals, you need to set them. See hardness dialogue in the edge mode.
Saktoth
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Re: Random WIP

Post by Saktoth »

Im not going to bother setting up edge hardness while the model is so heavily WIP.

Of course they will probably get broken at some point which is practically inevitable in CA. >_> (Blah blah blah this is where you tell me to not resize in upspring).

Comments on the design, please!
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rattle
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Re: Random WIP

Post by rattle »

looks good, but it lacks normals (use auto-smooth) and you wasted a lot of polies on small details
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KingRaptor
Zero-K Developer
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Joined: 14 Mar 2007, 03:44

Re: Random WIP

Post by KingRaptor »

I am so not UVmapping that <_<


This is the early version of a pair of bomber replacements I'm doing for CA (though they can be used for fighters etc. by removing the turrets). Still very early stages, meaning no UVmap or set normals.

Image

The Aurora (triangular one on right) is fairly primitive (har har) geometry-wise, but I had difficulty coming up with greebles that wouldn't look out of place on a plane. A good texture should cure the problem, hopefully.
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Hoi
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Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

Saktoth wrote:Im not going to bother setting up edge hardness while the model is so heavily WIP.

Comments on the design, please!
Then make them all hard so we can see it better.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

Saktoth wrote:Im not going to bother setting up edge hardness while the model is so heavily WIP.
it helps a lot when seeing how the geomitry will work out.
Saktoth wrote:Of course they will probably get broken at some point which is practically inevitable in CA. >_> (Blah blah blah this is where you tell me to not resize in upspring).
Have better art practices, otherwise you are hurting your art.
Saktoth wrote:Comments on the design, please!
It looks like a neat start but not a factory.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Random WIP

Post by AF »

It was my understanding that planes aren't supposed to have greebles? If anything, an aerodynamic design like that with greebles added would be highly dangerous and very unstable.
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