Page 34 of 418
Posted: 31 Aug 2007, 12:45
by rattle
It's jelly! Mmmm...
Saktoth: In wings yeah... I'd rather not do it in upspring.
Posted: 31 Aug 2007, 12:59
by Snipawolf
Sak, your model should always have its gun pointed forward, then use the script to reset it. If it isn't aimed along the z-axis, it will emit and shoot wrong.
Posted: 31 Aug 2007, 14:01
by rattle
You could turn the firepoint 90° down.
Posted: 31 Aug 2007, 15:49
by smoth
because people keep posting THIER project work... here is one of mine:
(856) for the TWO OF THEM!, powerline, this is efficient use of polies
.
Posted: 31 Aug 2007, 15:58
by smoth
saktoth, you are not doing the shading correctly. that is what is eating it up.
you need some solid shadows on the top plates, look at these images:
See the tops of the wheel covers?
Notice I outright made it several levels lighter. Do this to the elevated flat parts on the legs of your mech.

Posted: 31 Aug 2007, 17:57
by Saktoth
Thanks smoth, though it doesnt have that many flat panels across the top of things (mostly round ones).
Sak, your model should always have its gun pointed forward, then use the script to reset it. If it isn't aimed along the z-axis, it will emit and shoot wrong.
Im using a point, rather than a plane, as the firing point. Obviously, ill be fixing this, and its not a problem present in smoths script (which i am using) as he uses a plane and downward facing gun etc.
Like i said, im aware of it.
Posted: 31 Aug 2007, 18:19
by KDR_11k
Reply 666! No, I have nothing else to contribute

Posted: 31 Aug 2007, 18:33
by smoth
don't texture on an empty stomach.
*edits*
I was hungry and ignored my stomach till I was all spacey and then kinda snapped out of it and this was what I did to the rail gun barrel. LOL, face palm

.
Posted: 31 Aug 2007, 18:55
by rattle
At least it looks okay on the thumbnail...
Posted: 31 Aug 2007, 22:44
by Gnomre
Snipawolf wrote:Sak, your model should always have its gun pointed forward, then use the script to reset it. If it isn't aimed along the z-axis, it will emit and shoot wrong.
Lies and slander! You just have to know what you're doing. Though for tanks and stuff on a turret, yes, you should have the model pose facing Z+ so your heading calcs aren't wacked (and just turn now into proper rotation in Create), but infantry/armed robots/whatever are more complex than that anyway. Emits work fine if you understand what makes them emit the way they do...
Posted: 01 Sep 2007, 02:16
by Snipawolf
So what, you thought I meant the arm should always be facing forward, even when walking, or are you snapping for no reason?
By knowing what your doing, you have to animate the damn thing to lift its arms, or am I barking up the wrong tree?
Don't say lies and slander without telling me what I said that was.
Not to mention, by always, I meant when modelling.
Posted: 01 Sep 2007, 02:53
by Gnomre
That is what I mean.
Preposing is a terrible recommendation, especially if it's just for an emit-sfx flare, if you know what you're doing. It's just going to make your animations more difficult to create since you have to compensate for new angles. Look at any competent model with humans or humanoid robots--Cavedog, gundam, or otherwise--and you'll see preposing is never the case.
Posted: 01 Sep 2007, 02:57
by Snipawolf
*Shrugs*
It doesn't matter, I've done 7 infantry, I think. Give or take 1. Most of the time I don't prepose, but animation is very easy, one way or the other. (Everyone else says its hard... I wonder why)
Although, you can do whatever you want, it doesn't matter much to me.
Posted: 02 Sep 2007, 06:32
by Pressure Line
core raider. im working my way down the model
Posted: 02 Sep 2007, 07:42
by Pressure Line
Argh wrote:And here is the Laser Tank.
Model by Guessmyname, paint by me.
can i get a look at the untextured version of that model with the face edge lines visible? specifically looking at the wheels, i really liek the shape of them, and have an idea to use them elsewhere
Posted: 02 Sep 2007, 09:51
by hunterw
Pressure Line wrote:
core raider. im working my way down the model
scale the model vertically down to about 75%-60% of its current height
Posted: 02 Sep 2007, 10:43
by Masse
hello many of you guys don't probably even remember me but im trying to come back to spring modding :) i did this model today just to test some new stuff out before i can start making mod i had plans for over year :)
oh and im making that head to contain less polys than it has right now
Posted: 02 Sep 2007, 10:45
by Neddie
Masse, you're back from the dead?
Tell me, how is the other side?
Posted: 02 Sep 2007, 10:47
by Masse
neddiedrow wrote:Masse, you're back from the dead?
Tell me, how is the other side?
theres loads of girls and sex :PP
but now i have like 6 months spare time every day from 4 to 8 hours
Posted: 02 Sep 2007, 11:14
by Warlord Zsinj
Pressure, the way the turret is mounted seems a little strange; I can't imagine any turret being built that way. The barrels themselves feel like they need a little more attention too.
Masse; I like that model, particularly the articulation of the legs.
The head feels a little out of context with the body though; perhaps it is just too small (perhaps try scaling it horizontally?)
The upper thighs feel a little spindly, too.