Introducing CylinderBot, Rev4, now with less dumbell-iness!

Introducing CylinderBot, Rev4, now with less dumbell-iness!

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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Introducing CylinderBot, Rev4, now with less dumbell-iness!

Post by MidKnight »

So, any last suggestions before i uvmap it?

That's right!
This is my first model with arms and legs. I was afraid that they'd be too hard to do, but I managed to make them work without the no-joints-limbs-floating-in-the-air thing that OTA models do :-) . Please tell me if i did them right :mrgreen: .

Revision: 4 - Texture: not done - Status: Pending model finalization for uvmap

Remember, updates will always be in the first post! (usually under the older pics

This model is a core kbot, designed to replace the AK (a high goal, I know, especially since none of my other models have gotten into CA yet :-) )

It weighs in at ~1130 polies, with ~550 going towards the legs alone, and ~400 in the arms. It is pre-optimization and not uvmapped yet.

Pics!
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Aww... isn't he cute?
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Back
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This is how it'd look while firing (lack of an elbow is the product of my inability to pose models right, if the person doing the COB wants, they could give it elbows :wink: )
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Side view (with weapons collapsed)

By this time you're probably wondering why I designed it so strangely, with the giant cylinders and the tiny limbs (or maybe you already figured it out (or saw the gigantic picture below this text :P ))


This is why:
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Compact "wheel" form :-)


Revision 3 pics:
I did some selective scaling, tweaked some polies, improved the feet and joints.
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Revision 3 :-)
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Showing how the leg folds (luckily, robots don't feel pain :wink: )


Revision 4 pics:
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No more dumbell! (right?) :?
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A closer look



The cylinders can all rotate freely, and while the bot can't pivot, it can about-face to face it's opponent (with the help of some cob, that is :wink: )

I hope that this model gives me lots of texturing practice (gulp (BTW thanks hoi for the tutorials ^_^)) , helps me become a better modeler, and hopefully makes its way into CA. :-)
Attachments
CylinderBot4.zip
CylinderBot Mark 4. as usual, free to use, but please credit me :)
(78.64 KiB) Downloaded 32 times
CylinderBot.zip
Cylinderbot mark 1 .blend file
(51.97 KiB) Downloaded 34 times
Last edited by MidKnight on 24 Jan 2009, 05:32, edited 6 times in total.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Introducing.... CylinderBot!

Post by lurker »

Come comrades, with the droideka of the proletariat we shall defend the motherland!
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Introducing.... CylinderBot!

Post by MidKnight »

@Lurker: ??? *googling*
EDIT: done googling. Random fact: did you know that I have never watched Star Wars? I do know what those things are, though *points at what he now knows to be a droideka*, and I actually tried to make sure that my model didn't resemble one of those. oh well :?

PS: My 3d model schedule after this is going to be something like:

- Finish cylinderbot
- Cremuss model salvage-fest
- cylinderStorm (if cylinderBot gets into CA)
- Core turret remake
- Ask Saktoth about the ideal characteristics of a sky fortress (hint hint :wink: )
Last edited by MidKnight on 21 Jan 2009, 22:14, edited 1 time in total.
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lurker
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Joined: 08 Jan 2007, 06:13

Re: Introducing.... CylinderBot!

Post by lurker »

Honestly, the legs are really unwieldly and they don't fit the model. Nor does it look like it could manage to walk at better than a stumble. It's a good idea, but more insect-like legs would probably fit, or something other than legs.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Introducing.... CylinderBot!

Post by MidKnight »

It rolls around, dragon-egg style. It only walks when it's about to, or just finished, attacking, or when pivoting (kinda like the pyro's flame, or the sharpshooter's rifle)
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Introducing.... CylinderBot!

Post by lurker »

It's really the turning that looks like it wouldn't work.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Introducing.... CylinderBot!

Post by MidKnight »

you mean the legs turning? You may be right about that, but idk, i'd need to see it ingame and fully rigged to figure out :wink: lol

well, the problem is that if i make the legs longer/wider, then they wont fit in the shell...

anyways, it would be able to turn, if only by moving one foot faster than the other.


if you mean pivoting: it's designed not to pivot :P

if you mean rolling: don't worry, it rolls.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Introducing.... CylinderBot!

Post by Forboding Angel »

Tbh I love it. Totally off the wall, but totally made of win imo. +1
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Introducing.... CylinderBot!

Post by CarRepairer »

Are you insane?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Introducing.... CylinderBot!

Post by Argh »

I like the concept, it's somewhat novel... but it doesn't look like it'd actually work at all.

Try making everything except for the legs a lot narrower, so that its arms aren't sticking out so far.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Introducing.... CylinderBot!

Post by MidKnight »

@forboding angel: Yay! Praise! :mrgreen:

@CarRepairer: insane, in a good or bad way? If bad, please explain. :-)

@argh: I'll try scaling the outer shell to it's minimum width (half the width of the center cylinder or the width of the leg cylinder, whichever is wider) and see how that turns out. It should also help it bank in wheel mode :mrgreen:
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: Introducing.... CylinderBot!

Post by Acidd_UK »

First, off, this is totally mad, good job.

For turning, if the left and right halves of the cylinder can rotate independantly, then it make any radius of turn by altering the relative rotation speeds... So then why does it even need legs?!
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Introducing.... CylinderBot!

Post by MidKnight »

@acid: thanks! and to answer your question: so I can still call it a bot :P

another reason, though, is that having a unit like this would add a unique gameplay mechanic, because (probably) as a wheel, the bot is much more mobile, and less prone to damage, but can't attack.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Introducing.... CylinderBot!

Post by Saktoth »

The design is eye-burningly horrible. Cute, i suppose, but not actually like... good. I dont think design is your strong point, try working from other peoples designs and looking up inspiration until you get a better sense for it.

The legs actually show some promise. They arent bad, a bit armish (spherebotish specifically) though and wouldnt fit mr.d's models which are settings Cores/Logos precedent.

Check my brothers concept for the AK for a pretty good design for it and Logos bots in general to follow:

Image

If you wish to learn modelling more, there are a lot of untextured/unfinished models that need to get into CA (Say, Crems) and models/texes that need cleanup work. Looking at how other people do it might teach you a thing or two.

Check these (Older, different) concepts too:
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User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Introducing.... CylinderBot!

Post by MidKnight »

well, actually, design (not aesthetic, functional) is my strong point. I just really suck at modeling (ofc that's probably because of lack of experience)(On an unrelated not, I'm not that good of an artist, either), so i botch things up a lot when trying to convey my ideas. :-)

Plus, A lot of the detail in this unit is to be added with texture greebles, that's why the main body is so spare of detail. Plus, it has to roll! :P

I actually used the things you wrote about the core in the Story document, the Design Document, and your previous comments to design this.
IE:
The Logos (Core) prize logic and reason, their programming, inherited from their creators. They are dogmatic in their collection of knowledge and rebuilding of their code as set down by their creators. Consequently, their designs are blocky utilitarian.
and
Models should reflect the units stats and role. Fast units should be sleek, high hp units armoured, expensive units large etc. Weapons of the same type should look similiar. A weapon that fires twice as fast could have two barrels, longer ranged weapons longer barrels, etc.

Everything on a unit should reflect a purpose. IE, a unit shouldnt have a radar dish unless it has radar.

Models should always have some kind of animation, a moving part, or at the least an effect such as that on the fusion. The movement should reflect function: A spinning dodad for no reason is rather superfluous, but wheels should spin, flaps can move, thrusters can rotate, solars can open/close, etc.
About the arm-ish legs: It's because it was my first try at legs, and also because they need to be curved so they can fold into the shell.


Also, not to sound obnoxious, but I have said this before: after this model is done, I will be starting work on cremuss's models, so please stop nudging me towards them. :P
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Elkvis
Posts: 222
Joined: 03 Nov 2006, 05:18

Re: Introducing CylinderBot, Revision 3!

Post by Elkvis »

I love the idea of the folding droid. You need to refine the open stage though, make it look less like a dumbell
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Introducing CylinderBot, Revision 3!

Post by SpikedHelmet »

It reminds me of a Gonk and a Droideka having a baby, tbh.

Of course, I love Gonks and Droidekas so this is mega-win. Some nubs just want "omg that doesn't look reaaaal".
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Introducing CylinderBot, Revision 3!

Post by Warlord Zsinj »

gonk and a deka having a baby?

...

:?

...

:shock:

quick! Someone register gonk&dekaXXX.com!
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Introducing CylinderBot, Revision 3!

Post by Saktoth »

SpikedHelmet wrote:this is mega-win.
This can only be some kind of complex meta-troll...
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Re: Introducing CylinderBot, Revision 3!

Post by Wolf-In-Exile »

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