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CORE Reaper +1

Posted: 31 Mar 2008, 00:59
by MR.D
This is the 2nd LVL-2 vehicle I've made, and the beginning of another whole remodeling project I'm going to be starting.

Since the Goliath is already done, I'm going to work ahead starting with the Reaper MBT.

The entire LVL-2 set will be slightly higher poly than the LVL-1 units I had previously made, and hopefully I can justify that with some quality and detail suitable for the Tier.

Currently at 960 triangles, will have animated tracks and wheels like the other units I created.

*OTA/BA Reaper*
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*my remodel*
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Re: CORE Reaper +1

Posted: 31 Mar 2008, 01:02
by clumsy_culhane
oo another awesome model.

Constructive critisism : The Cone like extrusion about half way down the tank (from the top) with 6 faces on it.. it looks a bit strange.. cant quite put my finger on it.

Re: CORE Reaper +1

Posted: 31 Mar 2008, 01:04
by Vadi
I was wondering about that too. What's it for? Or, why is there something below it?

(great model as always)

Re: CORE Reaper +1

Posted: 31 Mar 2008, 01:15
by [Krogoth86]
clumsy_culhane wrote:Constructive critisism : The Cone like extrusion about half way down the tank (from the top) with 6 faces on it.. it looks a bit strange.. cant quite put my finger on it.
It should go up to the very end of the barrel - just like it was done for the Leveler...

Re: CORE Reaper +1

Posted: 31 Mar 2008, 01:53
by MR.D
I can rework the nose to just be smooth and connected then, and less like a madonna bra or a backwards SuperCharger intake :-)

Just trying something different.

Krogoth you're talking about the muzzle break I assume?

**fixes-974 tri**
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Re: CORE Reaper +1

Posted: 31 Mar 2008, 06:44
by clumsy_culhane
Mr D. thats awesome now :) looks really mean and cold killing machine-like.

Keep up the good work :)

Re: CORE Reaper +1

Posted: 31 Mar 2008, 07:06
by Warlord Zsinj
I don't really like the big rotation point for each barrel on the turret. It doesn't quite look like the correct, or logical way to do that. Is there any evidence of a similar turret mechanism in real-world examples?

Otherwise your chassis detailing does look nice.

S44 and Operation Polaris have shown that tanks can look very nice up close with little greebles, so don't be afraid to add little boxes, bars and other nurnies (unless it's against what you're trying to achieve artistically).

sexy S44 tank

another Note how the modelled cylinders and vents work a lot better then simply texturing them on, because of the depth they give to the model

Operation Polaris model

w/textures

Obviously these are based on real-life things, while yours is sci-fi, but the best sci-fi gives a clear nod to realistic precedents, so it could be an interesting way to 'detail' your model, especially seeing as this is a bulky level 2 unit.
Of course, I can respect an artistic decision to keep it plain, but my personal leaning is to detail it a little bit more.

Re: CORE Reaper +1

Posted: 31 Mar 2008, 07:13
by Argh
Note how the modelled cylinders and vents work a lot better then simply texturing them on, because of the depth they give to the model
Stuff like that just reminds me how badly we really need normalmaps :P

Re: CORE Reaper +1

Posted: 31 Mar 2008, 07:23
by Warlord Zsinj
While that would help, I still suspect that modelling in the cylinders, hatches, vents etc, would still be preferable, because they cast shadows and create a different profile when the unit is viewed obliquely. My understanding is that while normal maps create interesting tricks of light by faking bevelling and embossing utilising the engine lighting, they aren't a replacement for good geometry. Given the polycounts invested in small things like hatches and so on, in many situations I suspect the geometry route would still be the better option.

Re: CORE Reaper +1

Posted: 31 Mar 2008, 07:26
by SpikedHelmet
Yes there is historic precedence for rotating pins like that.
Soviet IS-2:

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Of course, on the IS-2 they're tiny in comparison, and in the vast majority of tanks that pivot bar is located solely inside the turret, but all guns need some sort of mechanism for pivoting for elevation. I think it looks cool, over-exhaggerated in that futuristic way.

It fits TA's style.

And I think bump mapping could vastly exceed what geometry is capable of for the simple fact that you can give a flat, two-tri plane the appearance of having enormous detail. But there are some details you just can't texture, or bump map.

Re: CORE Reaper +1

Posted: 31 Mar 2008, 07:28
by Argh
I think that depends on the order that everything runs- the geometry created by a fragment shader like a normalmap shader is "real" geometry, and could be used for shadowmap calculations, IIRC. Meh, it's all just speculative at this time anyhow...

Re: CORE Reaper +1

Posted: 31 Mar 2008, 08:15
by MR.D
Its a magneto Servo, not a pin and gears powered by hydraulics.

So there! :wink:

Thought it looked beefier being held from both sides too instead of all inset and connected just to the center.

Single turret, sure why not go with Pins and hidden stuff, I went with exotic :-)

Re: CORE Reaper +1

Posted: 31 Mar 2008, 09:17
by rattle
Science fiction needs no explanations! :P

Re: CORE Reaper +1

Posted: 31 Mar 2008, 11:39
by DemO
Very sexy

Re: CORE Reaper +1

Posted: 31 Mar 2008, 13:53
by clericvash
Awesome yet again :)

Re: CORE Reaper +1

Posted: 31 Mar 2008, 14:31
by Warlord Zsinj
science fiction needs a lot of explanation. But eh, if Mr.D is happy with his design decision I have only my opinion to counter it, and he (And spike) have provided evidence in favour of what he has done. I'm not a huge fan of it, but it doesn't look awful, and he's made a fair argument in its favour.

Re: CORE Reaper +1

Posted: 31 Mar 2008, 21:33
by DemO
Keep in mind that most people dont have the same depth of understanding of the minor details of how tanks look/work in real life. To me it is quite obviously a tank and it looks cool. The majority of people will probably see it in the same light.

Look forward to seeing what you do texture wise on this one. Personally I'd like to see some distinguishing detailing that isnt simply a clone of how the t1 tanks are styled. For example I wouldn't especially like to see the same tracks used on the T1 tanks on the T2 ones.

Re: CORE Reaper +1

Posted: 31 Mar 2008, 21:35
by Pxtl
Warlord Zsinj wrote:science fiction needs a lot of explanation...
This isn't a Heinlein or a Niven story - it's a remake of TA, which was quite possibly the thinnest excuse for a background in the history of RTS games.

If it fits stylistically with the other TA units, go for it.

Re: CORE Reaper +1

Posted: 01 Apr 2008, 07:39
by Warlord Zsinj
You people are missing my point.

Things don't have to be realistic in a scifi, they have to 'feel' right. You don't have to be a tank expert to know when something doesn't look right. [generic comment unrelated to reaper]

Anyway, I'm arguing a side point, which is not related to MR.D's reaper model.

Re: CORE Reaper +1

Posted: 01 Apr 2008, 07:52
by rattle
It kind of looks like a lego piece but it's not out of place IMO.