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CORE Minelayer +1

Posted: 07 Mar 2008, 06:27
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*
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*My remake*
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Re: CORE Minelayer +1

Posted: 07 Mar 2008, 10:34
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...

Re: CORE Minelayer +1

Posted: 07 Mar 2008, 10:42
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.

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Re: CORE Minelayer +1

Posted: 07 Mar 2008, 11:39
by Neddie
I guess I won't bother with my mine redesigns then.

Re: CORE Minelayer +1

Posted: 07 Mar 2008, 12:05
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..

Re: CORE Minelayer +1

Posted: 07 Mar 2008, 12:31
by Machiosabre
I for one hope all the mines have a big red button on top that says "do not press".

Re: CORE Minelayer +1

Posted: 07 Mar 2008, 13:09
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).

Re: CORE Minelayer +1

Posted: 07 Mar 2008, 13:18
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.

Re: CORE Minelayer +1

Posted: 07 Mar 2008, 15:20
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..

Re: CORE Minelayer +1

Posted: 07 Mar 2008, 15:27
by rattle
403 here... put em up on imageshack or photobucket.

Re: CORE Minelayer +1

Posted: 07 Mar 2008, 15:33
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.

Re: CORE Minelayer +1

Posted: 07 Mar 2008, 16:04
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?

Re: CORE Minelayer +1

Posted: 07 Mar 2008, 17:11
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 :-)

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Re: CORE Minelayer +1

Posted: 07 Mar 2008, 17:17
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:

Re: CORE Minelayer +1

Posted: 07 Mar 2008, 17:59
by Forboding Angel
Needs to be high to avoid clipping when it builds something really close to it.

Re: CORE Minelayer +1

Posted: 07 Mar 2008, 18:08
by MR.D
Bingo, I'll just widen the post.

Re: CORE Minelayer +1

Posted: 07 Mar 2008, 18:20
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.

Re: CORE Minelayer +1

Posted: 10 Mar 2008, 06:38
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.

Re: CORE Minelayer +1

Posted: 10 Mar 2008, 07:29
by Warlord Zsinj
I would like to see some easy visual identification of the mines, though.

Re: CORE Minelayer +1

Posted: 10 Mar 2008, 08:20
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.