Jump to content


Details revealed


148 replies to this topic

#51 Dimanti San

    'The' texture error guy :p

  • Member
  • 808 posts
  • Projects: Mapper Guild, ShW Mapping, Concept drawings and other stuff I've probably forgotten :p

Posted 11 July 2007 - 18:27

No offence, those mechs look great, but the only thing that bothers me is that they look a bit skinny (the legs mostly).
Posted Image
Click my Mapper Guild Sig to link to the MG forum; the place to download maps or show your own work
Posted Image
Signature removed for explicit content - Nuker edit <LOL

#52 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 11 July 2007 - 18:49

Are you referring to the Treabuchet? Well thin legs were sorta intentional, that is until I redesign it. Other than that I don't see their legs being too thin. In fact some of them have real thick legs. The thin part on the Bluestar are supposed to look a bit like hydraulic rods, same goes for the arms. Or is it the waist?
Posted Image
Posted Image
Posted Image
Friends look out for one another

#53 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 12 July 2007 - 02:34

Ok I am nearly finished with the skin and the new texture scheme. The bright colors you saw on my earlier skins are a sort of 'parade' colors in which their colors reflect the nation's colors. If possible there will be 2 skin packs. One with parade colors and the other cameo. The Homeworld Empire/Republic uses urban cameo on their units. Now this skin is not done because I don't have some textures I can use. For instance I have engine intake and exhaust textures as well as missile rack textures at home across the country. Once I get back I will finish the skin.

Posted Image

The biggest change between this and the older version besides the skin are completed details and a higher polygon count. One of the biggest changes are the arms. The upper arm is made of 2 cylinders made to look like hydraulics and the hand is replaced by a 3 finger claw. I even gave it a red tint on the tip of the claw :chainer: .
Posted Image
Posted Image
Posted Image
Friends look out for one another

#54 Nexolate

    The Hated

  • Member
  • 3078 posts

Posted 12 July 2007 - 04:25

:spam:

Urban Camo? I love you.
That thing is probably one of the single sexiest mechs I've seen in a long time.
The fact that it's so thin makes it feel like a very nimble and agile fighter, I love it.

I just can't criticise anything about that model. Weapon choice, model quality, concept, it's all perfect.

10/10.
Posted Image
You'll only notice me when it's too late.
Posted Image

#55 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 12 July 2007 - 16:39

Thanks! :drunk: And indeed it is fast and nimble. As nimble as I can get it in cnc3 though...
Posted Image
Posted Image
Posted Image
Friends look out for one another

#56 Dimanti San

    'The' texture error guy :p

  • Member
  • 808 posts
  • Projects: Mapper Guild, ShW Mapping, Concept drawings and other stuff I've probably forgotten :p

Posted 12 July 2007 - 17:31

1 more thing, don't want to bash your models or anything, cuz they 'are' good, but why do the 'heads?' look like space fighterjets, is that done intentionaly?

Sorry for askin' these stupid questions, but it just means I am really interested in your models :spam:
Posted Image
Click my Mapper Guild Sig to link to the MG forum; the place to download maps or show your own work
Posted Image
Signature removed for explicit content - Nuker edit <LOL

#57 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 12 July 2007 - 18:38

Well there are several reasons. One is that this makes it a 'hunched' design. Because of this it won't be as tall as a humanoid and thus save some head room. Secondly this design really IS a sort of fighter. The Blue Star and White Star are capable of jumps or flight. The Blue Star in particular (the one above) IS capable of flight. Basically to make lift a bit easier it has a long nose to generate lift ect ect. The Dark Star mech from way before is hunched for stability. Lower height: better center of gravity. The biggest disadvantage to this design is that it makes arms nearly impractical since they can't reach out in front of them. The blue star uses arms for greater weapon coverage. Think Annihilator Tripod. In turn the Templar's Knight mechs are humanoid and posses workable arms and hands. This allows them to grab and manipulate their surroundings but suffer a low center of gravity because of the height trade off. This ability to work their surroundings is vital to their strategy: Salvaging their fallen comrades.

Height
Stability
Lift
Posted Image
Posted Image
Posted Image
Friends look out for one another

#58 Dimanti San

    'The' texture error guy :p

  • Member
  • 808 posts
  • Projects: Mapper Guild, ShW Mapping, Concept drawings and other stuff I've probably forgotten :p

Posted 13 July 2007 - 19:36

:wow: That's a good explanation, sounds cool :)
Posted Image
Click my Mapper Guild Sig to link to the MG forum; the place to download maps or show your own work
Posted Image
Signature removed for explicit content - Nuker edit <LOL

#59 Nexolate

    The Hated

  • Member
  • 3078 posts

Posted 13 July 2007 - 21:10

I expected such a detailed response from an obvious fellow mech addict.
Looking forward to more high-res renders bud. :)
Posted Image
You'll only notice me when it's too late.
Posted Image

#60 Crazykenny

    Eternal Glow

  • Project Team
  • 7683 posts

Posted 13 July 2007 - 21:32

Awesome stuff :)
Posted Image

#61 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 14 July 2007 - 00:36

Thanks! :)
Posted Image
Posted Image
Posted Image
Friends look out for one another

#62 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 14 July 2007 - 16:08

Well this is probably one of my fastest made models yet. It is the Barracks, and we all should know what they do anyways so whats the point in describing them. First of all, this design is good and fitting to the Homeworld Empire/Republic's style but there is several problems. For one many of the pieces are beveled and booleaned. What does that mean? Well, other than that a building animation is now impossible since there aren't any moving parts. This means I will have to completely remake this out of separate parts in order to create a building animation.

Posted Image
Posted Image
Posted Image
Posted Image
Friends look out for one another

#63 Pandut

    Abdomen and some dried fish.

  • Project Team
  • 1261 posts
  • Projects: Frontlines and European Conflict

Posted 14 July 2007 - 18:34

lol mazing dood :P now if only i had CnC3 :(
Formerly Sobek

#64 Waris

    Endless Sip

  • Gold Member
  • 7458 posts
  • Projects: The End of Days, DTU Donutin Council Co-Chairman

Posted 14 July 2007 - 18:37

Simply amazing.

As for the barracks, as simple the construction seems to be, it's still great to see.

#65 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 14 July 2007 - 22:41

Though I won't be using it, I might as well show it. This is supposed to be a war factory but I am scrapping it because the door is too small for the tanks. I can't really come up wit a good design for a standard war factory but I do have a pretty cool idea for a mech factory, lots of moving parts and all. This model might, or might now work. It is simply that I don't think I can get something good out of this design. I am going to go for something more traditional in this aspect.

Posted Image
Posted Image
Posted Image
Posted Image
Friends look out for one another

#66 Sgt. Nuker

    Greenskin Inside

  • Global Moderator
  • 13457 posts
  • Projects: Shoot. Chop. Smash. Stomp.

Posted 15 July 2007 - 00:57

I stand in awe at your work sir. You have done very well, and my only regret is that I have not visited here in a while.


My best,

Nuker
Posted Image

#67 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 15 July 2007 - 02:23

Its ok, I only recently got up to speed again. And thanks too!
Posted Image
Posted Image
Posted Image
Friends look out for one another

#68 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 15 July 2007 - 19:39

Just a quickie animation I made to get back in the feeling. I haven't animated in a while and it pays to stay in touch. For one I had to remind myself how to make a seamless walking loop. Trust me this gets people sometimes. However I still know my flaws in this animation, but that is no big deal since I won't be using this particular animation. After all this thing will be spending quite a bit of time feet off the ground.

Attached File(s)

  • Attached File  Movie.wmv (793.02K)
    Number of downloads: 20

Posted Image
Posted Image
Posted Image
Friends look out for one another

#69 Nexolate

    The Hated

  • Member
  • 3078 posts

Posted 16 July 2007 - 13:34

In respect to the War Factory Concept:

I think it looks good currently, blends with the Barracks and all.
If you could re-work it so that it could make Tanks, I think it'd look great.

In respect to the Short Animation:

For the BlueStar, it seems very un-agile . =/
That could be because it's walking, but that's just how it comes out to me.
Posted Image
You'll only notice me when it's too late.
Posted Image

#70 Crazykenny

    Eternal Glow

  • Project Team
  • 7683 posts

Posted 16 July 2007 - 13:38

Awesome buildings, but i have to agree with Nexolate on the animation :P
Posted Image

#71 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 16 July 2007 - 14:48

Well I DID say I was not using it :stickattack2: . I wanted to get some practice out of it and doing so reminded me how to create a seamless animation loop. Shall I make an animation showing off how I feel it should be moving?
Posted Image
Posted Image
Posted Image
Friends look out for one another

#72 Nexolate

    The Hated

  • Member
  • 3078 posts

Posted 16 July 2007 - 14:54

If you would, I would be most grateful.
As I'm sure others would be too.
Posted Image
You'll only notice me when it's too late.
Posted Image

#73 Judgement

    Demon of the Fall

  • Member
  • 2330 posts
  • Projects: Same old shit different pile.

Posted 16 July 2007 - 17:30

Its still an amazing animation though. It blends perfectly and looks like an actual walk :P
Posted Image
Posted Image

#74 Nexolate

    The Hated

  • Member
  • 3078 posts

Posted 16 July 2007 - 21:43

Yeah, it'd be good for another Mech. Just not the BlueStar. =/
Posted Image
You'll only notice me when it's too late.
Posted Image

#75 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 17 July 2007 - 03:00

I'm making a new animation. It will generally show how fast it can move as well as how flexible. Basically it is going to bash some blue balls. On a second note I have drawn up a concept picture of a trooper.


here he is. Yeah, I got some influence. I won't tell though.
Posted Image

Edited by Vengence, 17 July 2007 - 03:31.

Posted Image
Posted Image
Posted Image
Friends look out for one another



1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users