

Details revealed
#101
Posted 26 July 2007 - 06:31
#102
Posted 26 July 2007 - 07:06


#103
Posted 26 July 2007 - 10:24
#105
Posted 26 July 2007 - 13:16

#106
Posted 26 July 2007 - 13:17

#107
#109
Posted 26 July 2007 - 15:55
bump 1 Original.

The one we all know
Bump 2 No scratches

Scratches removed
Bump 3 No panels, no scratches

I also have lightmaps. What do you think?
NONE

WITH

Edited by Vengence, 26 July 2007 - 16:27.
#111
Posted 26 July 2007 - 18:18
Basically I am going for this effect:

Edited by Vengence, 26 July 2007 - 18:23.
#113
Posted 27 July 2007 - 08:43
#114
Posted 01 August 2007 - 00:33

A bit hefty on the poly count considering how many are going to be on screen at once but that can change hopefully. Another thing is that the feet have been MacGyvered from an older Knight mech on my harddrive so that will change as well as the poly count.
This unit is well built for 'spamming' in that you need quite alot and possibly only them to win certain battles. As I said before, their strength is in their retention of maximum firepower over dwindling numbers. When one dies it leave behind a hulk. Any Templar Knight class mech can Avatar Warmech style salvage that unit and utilize the fallen unit's machine gun. The typical Knight is not that strong, they are humanoid in design and have fairly average armor, speed, and fairly good firepower but when they salvage that fair firepower doubles, and a doubling of firepower is quite alot.
However they aren't limited to salvaging their own kin, they can salvage other dead variants of their kind IF CNC3 supports it. For example, the basic Knight mech I told you about has 2 small rocket racks and a big machine gun that can be held in the hand (not modeled yet). There are several other variants of this: The Bishop "Double or Nothing" type which doubles up on armor and weapons. A knight can salvage the armor for added protection. And the Rook "Mech Buster" type which wields a hefty bazooka (Yes these units are based off Chess names). When a Knight salvages a Rook it can not only use the Bazooka but also wield the machine gun it had originally. However the accuracy of the bazooka will be WAY off given that it is using one arm to aim.
Depending if CNC3 can support this, I MIGHT be able to make it so that one husk can yield multiple salvages if an upgraded form dies. If it does not work then the old upgrades will probably just disappear and only a machine gun will be left. We'll see how this works out.
#115
Posted 01 August 2007 - 07:06
I figure this is probably intended, but it's still a con in my eyes.
I'll probably be less sceptical with a skin though, so looking forward to it.
#116
Posted 01 August 2007 - 08:42
#117
Posted 01 August 2007 - 14:29
Nexolate, on 1 Aug 2007, 3:06, said:
I figure this is probably intended, but it's still a con in my eyes.
I'll probably be less sceptical with a skin though, so looking forward to it.
Parts of the legs and feel were made very fast so that I can get a render done and get over it. The feet were taken from an older model like 3 years old so those won't stay there. And thanks for the comments!
Edited by Vengence, 01 August 2007 - 14:30.
#120
Posted 03 August 2007 - 13:35

Just needs a good skin. They also have a sort of orca looking craft as in turbines and not props. I also have this ANCIENT model from my older mod for Generals

This is the basic transport, fairly big too but an alpha model from an old mod of mine.
#121
Posted 05 August 2007 - 06:23
Especially that Transport, really reminds me of the light transports they used in Armored Core. =)
Oh, I forgot. Haven't seen any Infantry either, if you've got some you want to show.
#122
Posted 05 August 2007 - 23:24

#123
Posted 09 August 2007 - 00:16
I have to admit with others when I say that... the Knight, is too blocky. Reminds me of Lego. Im afraid he might break just as easily.
Might I suggest less blocky unit designs for that side?
Since the one side has sleek elongated units, why not give this side more rounded units?
Maybe make a basic body of the knight and "strap" armor plating to it instead of just making blockmen.
Would give it a more unique look as well as make it more towards its name.


#124
Posted 09 August 2007 - 01:45
EDIT: I modified it a bit but now it is going to need a complete fix up. To be honest the original looked a bit better. Though I only modified the legs.
Edited by Vengence, 09 August 2007 - 02:04.
#125
Posted 09 August 2007 - 14:35
I understand that you want to make the Knight look blocky, but it's almost extremely so. Maybe if you sheared the vertical edges so that the legs have eight sides, then it may look a bit better. I understand if you don't want to change it though, it is your mod.
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