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Re: Showcase Thread

PostPosted: 04 Sep 2010, 13:08
by Skorpio
Julius {l Wrote}:Hmm, Gryphon could be a nice name... and that's not used in the Battletech universe so far AFAIK.

But there's a Griffin. :) http://www.mechground.com/index.php?opt ... temid=2071

Re: Showcase Thread

PostPosted: 04 Sep 2010, 23:37
by qubodup
Blade Eagle

Re: Showcase Thread

PostPosted: 05 Sep 2010, 14:35
by charlie
Linwarrio3D needs some better models.

Re: Showcase Thread

PostPosted: 05 Sep 2010, 21:18
by Julius
Well to be honest LinWarrior needs better art in any sense... I wouldn't even know where to start with that game. Ideally I would like to integrate this model into ZeroBallistics however... Tanks VS. Mechs sounds like a lot of fun ;)

Re: Showcase Thread

PostPosted: 05 Sep 2010, 21:34
by Sindwiller
Meh. It lacks some additional antennae and stuff.

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Re: Showcase Thread

PostPosted: 07 Sep 2010, 01:10
by Julius
Hmm Blade Eagle... sounds too American :p I think I will stick with Gryphon... "MCU-43-Gryphon" or something like that.

ahh btw... still unsure about the arms/weapons:
Image

Do you like this mini-gun design?

Re: Showcase Thread

PostPosted: 07 Sep 2010, 09:30
by qubodup
Julius {l Wrote}:"MCU-43-Gryphon"

Sounds too mythological. :) In any case there should be no dash before the non-serial-number-ish name ("MCU-43 Gryphon")
Julius {l Wrote}:ahh btw... still unsure about the arms/weapons:
Image

Do you like this mini-gun design?

The mini-gun looks weird, I get the feeling the mech is very small because of it (I'm used to man-held miniguns from games) a projectile arm should look like a tank gun. The arms could be made of less specific weapon design, so it can be flexible without having to re-model the arms. Basically I mean that the weapons should be covered (heat-sinks/armor can be used as an explanation here).

Re: Showcase Thread

PostPosted: 07 Sep 2010, 13:20
by Julius
Yes, I am aiming for a slightly modular design, but since I want to leave the arms as a separate mesh for animation purposes (and destruction model parts) anyway, I guess you should just replace the entire arm when going for a different weapon design.

The smallness however is actually intended... well maybe not as small as "hand-held" but like those build in miniguns of a attack helicopter. This isn't really ment to be a huge house high mech, but something similar to the size of a tank (but taller of course).

Maybe I can make it look a bit more massive, by adding more (and then smaller) barrels to the mini-gun?

Re: Showcase Thread

PostPosted: 07 Sep 2010, 14:27
by qubodup
Julius {l Wrote}:Maybe I can make it look a bit more massive, by adding more (and then smaller) barrels to the mini-gun?

Maybe two more barrels (6 in total?) but actually I think that would make it seem more fragile.

I think the barrel end is a little to long. [ref]
PTPC0.jpg
PTPC0.jpg (9.99 KiB) Viewed 65234 times


Also a flash suppressor might make it look more massive. [ref1] [ref2]

Re: Showcase Thread

PostPosted: 07 Sep 2010, 23:47
by Julius
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Better?

I don't like the idea of the flash suppressor however.

But I will probably have a break modeling it now... as it starts to look strange to me, which is usually a good sign that I should let it be for a week or two. Anyone want the model as it is already?

Re: Showcase Thread

PostPosted: 08 Sep 2010, 09:38
by qubodup
I like it better!

I think you should put it on oga now :)

Re: Showcase Thread

PostPosted: 08 Sep 2010, 13:09
by Julius
http://opengameart.org/content/mcu-43-gryphon-mech :sa:

Also broadened the center piece a bit... unsure if I should revert back to how it was. For sure looks more massive now :?

Re: Showcase Thread

PostPosted: 08 Sep 2010, 15:36
by qubodup
Julius {l Wrote}:http://opengameart.org/content/mcu-43-gryphon-mech :sa:

Also broadened the center piece a bit... unsure if I should revert back to how it was. For sure looks more massive now :?

looks better IMHO :)

Re: Showcase Thread

PostPosted: 12 Jul 2011, 17:08
by Julius
http://i.imgur.com/KBove.png (old picture)

Doodleing around with another mech model... I am trying to go for a somewhat unique design (harder than you would think... everything has been done already ;) ), which doesn't screem Battletech (or Gundam, or HeavyGear etc.).

Is supposed to be a lightweight, small urban-fighting mech... almost power-armor size wise (e.g. 4m or so tall).

Suggestions are welcome, also in regard to the uniqueness (e.g. do you think it looks like something you have seen before?).

Edit: small update:
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Re: Showcase Thread

PostPosted: 12 Jul 2011, 21:58
by Julius
Another update :)

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Re: Showcase Thread

PostPosted: 13 Jul 2011, 02:39
by Julius
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I guess the sketch is done... for today at least ;)

Lets see if I find the motivation to work on it tomorrow some more ;)

I think it would be cool if I could make a full set with different weapon loadouts and a high poly version for normalmaps... but I am really lazy ;)

Attached you can find the obj (exported from Wings3d btw). License as usual GPL (any version) or CC-By-SA. But as this is a work in progress I guess there is not much point in useing it yet :)

Re: Showcase Thread

PostPosted: 13 Jul 2011, 14:23
by Skorpio
That's a very nice design. Reminds me of ... no existing mech! ;) Must be a new machine. I really like the thin look, only the feet seem to be a bit too thin.

Re: Showcase Thread

PostPosted: 13 Jul 2011, 16:23
by charlie
Julius, please do more work on it, it looks great. The plates on the shoulders look like effective armour. You should at least get some animations done and get it rigged so it can be used by LinWarrior.

Re: Showcase Thread

PostPosted: 13 Jul 2011, 19:56
by hc
Uh oh, really need an tech/integration FAQ.
Rigging and animations are *NOT* necessary for LinWarrior - not even texturing:
+ Rigging needs to be re-done currently anyways in MisfitModel 3D with special joint names
+ Animation is done live in-game procedurally using the special joint names (LW had this way before spore ;)
+ Texturing is done using solid texturing (like carved from the full material) automatically x,y,z model coord transforms to u,v,w tex coord. (to be enhanced eventually by custom detail texturing)

What's necessary for a LinWarrior integration is publishing the model to OGA, as WIP is just fine (or blendswap if you insist).
That's integration policy ;)

BTW: Nice model!

Re: Showcase Thread

PostPosted: 24 Jul 2011, 13:56
by Julius
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another update... started preparing the mesh for seperation into seperate mechanical easy to animate parts.

Re: Showcase Thread

PostPosted: 26 Aug 2011, 16:29
by Julius
Am I the only one posting in this thread?

Experimenting with a sort of TF2 inspired stylized anatomy... for the face I am thinking about using a animated texture to be able to make all sort of bad internet jokes (smilely faces etc)
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Re: Showcase Thread

PostPosted: 26 Aug 2011, 19:11
by qubodup
I'm at BIGJam 2011 and today's theme was "zero gravity acrobats".

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http://opengameart.org/content/sphere-objects

Modular space ships

PostPosted: 12 Sep 2011, 01:55
by charlie
Thought this was pretty cool and just dying to be added to a Free software 3D space game:
http://www.blendswap.com/3D-models/vehi ... yard-v0-6/

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Re: Modular space ships

PostPosted: 12 Sep 2011, 12:13
by Julius
Yeah those are cool (but sadly not UV mapped and textured), but why did you change the title of the entire thread?

Re: Modular space ships

PostPosted: 12 Sep 2011, 12:43
by charlie
I didn't, qubodup did probably by accident when merging the thread. Oopsie!

EDIT: fixed!