CORE Minelayer +1

CORE Minelayer +1

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

Moderators: MR.D, Moderators

User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

CORE Minelayer +1

Post by MR.D »

Here is the last TA unit for my CORE Lvl-1 vehicle remakes at 600 triangles.

I'm not expecting much woot and yay out of this one, its a very rarely used vehicle, and almost too small ingame to be noticed.

I'll be redoing a Minepack to go along with this unit once its done too, But I'll be doing the Mines for both CORE and ARM because both use very similar mines and it just makes sense to do both at 1 time.

I'm still unsure if I should create the mines as to allow for a simple deploy animation, or just leave it as an inanimate object.

The minepack will include
01-Light
02-Medium
03-Heavy
04-EMP
05-super heavy(nuclear)

*OTA ingame SpoilerMLV*
Image
*My remake*
Image
Image
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: CORE Minelayer +1

Post by [Krogoth86] »

Hmm - I don't know if keeping the wheels flat on the sides is the best idea. I'd extrude the face and scale it down then to get a nicer flow to this...
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: CORE Minelayer +1

Post by Warlord Zsinj »

The rear 'cockpit' area needs a little bit more work, I think. It looks a little like the bridge from a battleship/carrier at the moment.

Image
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: CORE Minelayer +1

Post by Neddie »

I guess I won't bother with my mine redesigns then.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: CORE Minelayer +1

Post by MR.D »

By all means, please make whatever you like.

Just because I'm making a mine set, doesn't mean that you can't...

TBH, we should share some ideas or designs and see what comes up and use whats best, not whats done first.

And zsinj, once again you've completely lost me..
What if I want it to look like a starship bridge..lol
The your Picture link isn't working either..
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: CORE Minelayer +1

Post by Machiosabre »

I for one hope all the mines have a big red button on top that says "do not press".
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: CORE Minelayer +1

Post by Warlord Zsinj »

http://k43.pbase.com/u13/rico101/large/ ... bridge.jpg

Does that link work?

Anyway, as you can (hopefully) see, I meant an actual ship, not a starship. I think it looks a little awkward to have such a big blocky bit at the back there; it doesn't match with the rest of the design, or really follow any logic as to why you've done it like that (as in, it doesn't really follow any 'minelayer' or 'construction unit' logic).
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: CORE Minelayer +1

Post by Neddie »

I can't match your skill in texturing or modeling, and there is little point in fundamentally changing mines when there is no popular support and no need for new models - after yours are generated.

That said, I may as well.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: CORE Minelayer +1

Post by MR.D »

Oh you mean the cuts into the Nano pod bay and AMM bay..
I guess I could remove that, just thought it might give some texture to an otherwise pretty boring looking area..
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: CORE Minelayer +1

Post by rattle »

403 here... put em up on imageshack or photobucket.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: CORE Minelayer +1

Post by Pxtl »

[Krogoth86] wrote:Hmm - I don't know if keeping the wheels flat on the sides is the best idea. I'd extrude the face and scale it down then to get a nicer flow to this...
Bevelled tires probably would look better, I agree.
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: CORE Minelayer +1

Post by Peet »

Warlord Zsinj wrote:http://k43.pbase.com/u13/rico101/large/ ... bridge.jpg

Does that link work?
It's 403 as an anti-leech thing. Copypasta the link into a new tab or hide referral info to see it.

Perhaps some vertical lines on the back part would supress the whole "mini-carrier" thing?
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: CORE Minelayer +1

Post by MR.D »

Tweaks

722 tri, went up from the bevels.

I'm not going to do anything extra fancy with the nanopod like on the CCV, just to keep things simpler.

Looks like a combo of a F1 racer + Armored Car :-)

Image
Image
Last edited by MR.D on 07 Mar 2008, 17:18, edited 2 times in total.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: CORE Minelayer +1

Post by [Krogoth86] »

Looks way nicer although the nano tower shouldn't get pushed that high (shouldn't need any change on the model itself though as the animator just should keep it from extending that high). Looks kinda silly like a big rock balancing on a toothpick... :mrgreen:
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: CORE Minelayer +1

Post by Forboding Angel »

Needs to be high to avoid clipping when it builds something really close to it.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: CORE Minelayer +1

Post by MR.D »

Bingo, I'll just widen the post.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: CORE Minelayer +1

Post by Warlord Zsinj »

Much nicer.

I'd almost be tempted to bring in some of the bevels into the main box thing that holds the nanotower, so that the two elements seem more related. It's not exactly a spam unit (I think when I was playing TA competitively I saw about 3 ever), so you can afford to go a little higher in polycount if you need too.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: CORE Minelayer +1

Post by Saktoth »

Its always good to have animation on any model, not animating vehicle wheels, plane wings, engines or weapons, and building parts is more laziness than anything- no reason that kbots should get all the cool animation.

But, the truth is, you're probably never going to see a mine up close, and when you do it will be cloaked.

So, good looking or complicated mines dont really matter.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: CORE Minelayer +1

Post by Warlord Zsinj »

I would like to see some easy visual identification of the mines, though.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: CORE Minelayer +1

Post by Saktoth »

Warlord Zsinj wrote:I would like to see some easy visual identification of the mines, though.
Still gonna be hard. They should be very iconic, ideally, but even then.

Its hard to make a small unit distinct, let alone a cloaked one. I cant tell you how many times ive seen a piece of flying debris and thought 'OH SHIT ITS A ROACH!'- the movement pattern and speed is so similiar.
Post Reply

Return to “Art & Modelling”