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Posted: 29 Nov 2006, 10:48
by rattle
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Down to 800 polys, 1300 in total (with that small drone thing). Tell me if you don't like flying rocks at all so I'll work on something else. Or give me some ideas how to do the bottom better instead of a deformed cube and a cut up sphere and a couple of 4 poly stalagnites. Also this is not supposed to be some fantasy crap. :P

WIP Obj/wings

Dash: That looks like it could fit in the battletech mod... you sure this isn't a autocannon turret? :-)

Posted: 29 Nov 2006, 11:33
by Das Bruce
Argh wrote:1. The tower has some very bad welding problems, which you can see clearly in my render. I could probably clean the verts up, but other parts need a rework.
Its a first draft. :-)
Argh wrote:2. The gear design looks like it should work at first glance, but it cannot. To flip that gear over would require a physically impossible movement. The easiest solution is to place the gun on top of the top-most gear, and then have the gun slip down into a hole when not firing, preferably with a sturdy-looking door on top. The whole thing would be a bit tricky on script timing, but not as bad you'd think- there are all sorts of good ways to cheat. But, given that you're showing gears for that upwards motion, why not go for broke, and have the entire tower driven by a large sun-gear driven by smaller ones?

I actualy seperated the top gear into three so it could turn. but that sun gear gave me some ideas, will repost soon. :twisted:

Posted: 29 Nov 2006, 11:39
by Argh
@Rattle:

Yeah, I'd vote to cut the flying rock part, and instead replace it with techno-greebles suggesting some sort of anti-gravity device... maybe (er, obviously vaguely, I'm screwing around here) like this mockup? Things like the windows would have to be suggested by the skin, of course ;)

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Posted: 29 Nov 2006, 11:57
by rattle
Um okay... apparently I was too carried away by the good memories I had of that game I mentioned (Stratosphere).

Hmm the top most thing looks like that advanced radar thing from AA... :(
*delete*

Posted: 29 Nov 2006, 12:21
by Argh
There's absolutely nothing wrong with taking a good memory and putting it into your designs. <looks for Stratosphere shots>

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... interesting. Not very well-realised, but the tech of the day (1998) wasn't really up to much.

Here's another random concept using the "uber beam collector" idea... sort've a Bespin Cloud City thing...

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Posted: 29 Nov 2006, 12:21
by imbaczek
Dash's gun looks like it could easily replace the guardian model in AA/XTA (if only people weren't so used to it :>)

Posted: 29 Nov 2006, 12:37
by Das Bruce
http://fileuniverse.com/?p=show&a=it&id=4047

It only gets worse I'm affraid folks, and I'm too lazy to get the gear ratios right.

Posted: 29 Nov 2006, 12:51
by Argh
:shock:

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Well, eh... on the one hand, that's gosh-darn clever. On the other hand, it looks like a clockwork gun design from a 19th-Century Boy's Home Mechanic design book... it doesn't exactly say, "this is teh FuTuRe" to me :roll:

Posted: 29 Nov 2006, 12:54
by rattle
That's 4500 tris, also the lower gears will block each other. :-)

Posted: 29 Nov 2006, 12:56
by Das Bruce
Eh, take it or leave it, it was still fun to model. :lol:

@ Rattle
Eh, just move the end bits relative to their normal a tenth of a unit and it should be fine.

Posted: 29 Nov 2006, 12:57
by Argh
And there is no engine that could drive them. And no way for the gun to traverse in the Y direction. And when I look at it, I can see it painted in dingy, dented and pitted lead paint colors, sitting in a museum with tin trains and lead soldiers bearing Civil War-era weapons ;)

Absolutely a very fun model. No doubt- if I were making a steampunk game, it might even work. NanoBlobs is mainly referencing 1930's sci-fi illustrations, with a few more modern references from artists, mainly in Japan, from the mid-1970's to the modern day. It just doesn't fit.

If you're wondering where strange stuff like the SpireRook came from, check this stuff out...

Here's an interesting collection of images to reference..

And yet another collection of classic reference shots.

And yet more...

Posted: 29 Nov 2006, 13:03
by Das Bruce
Ok, needs an engine and a turret. I have always wanted to make a steampunk rts, just never really realised thats what you call it. :idea:

Ironically enough the cannon bit was ripped directly from an earlier quick model I did for a old school cannon.

Posted: 29 Nov 2006, 14:06
by PicassoCT
Doese somebody here remember the Incredible Machine... would be cool if the Projectile would be loaded in such a Way before the Gun is fired..

My Projectile Suggestion... would go for Miles, for a Big Boom. Mr. Pogobomb

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Posted: 29 Nov 2006, 14:12
by espylaub
Argh wrote: Image
If this were my contest, Keithius would have won it :D

Posted: 29 Nov 2006, 14:14
by rattle
PicassoCT wrote:Doese somebody here remember the Incredible Machine... would be cool if the Projectile would be loaded in such a Way before the Gun is fired..
And I assume you are going to make the script for that? :P

Posted: 29 Nov 2006, 14:23
by PicassoCT
rattle wrote:
PicassoCT wrote:Doese somebody here remember the Incredible Machine... would be cool if the Projectile would be loaded in such a Way before the Gun is fired..
And I assume you are going to make the script for that? :P
I could make a Animation in Max... :P if i had time and interest...

Posted: 29 Nov 2006, 15:56
by Maelstrom
Kinda the same theme as Das Bruces (I like steam punk), so probably not appropriate, but meh, Im posting it anyways. The two cogs on the side rotate opposite to each other to turn the gun, and then it shoots stuff. Kinda UV mapped, but I edited it after I UV mapped, so its kinda bad now.
1756 tris.

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.wings / .obj

Posted: 29 Nov 2006, 16:25
by rattle
Now that's cool and it looks like it might work. The UV map seems broken in some places and you should orientate it to the z-axis instead of x-axis. To do that without breaking anything simply add a vertex in the center edge of the firepoint on the gun barrel and alt rotate it around that vertex after grouping it all together by 90°. Or is it supposed to point in the wrong direction?

Posted: 29 Nov 2006, 16:28
by Maelstrom
My bad, its not ment to point that way. I always model stuff wrong :(

Ill fix that and try and repair the UV map.

Posted: 29 Nov 2006, 17:19
by manored
How about something like this?

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I know its hard (impossible) to tell if it is 2 cones or 2 pyramids, but its suposed to be 2 cones :) . The tower would stay spining all the time and would open herself to attack the enemy, with the arm coming out of the tower carring the disk and them releasing it on the right time to hit him.