Futurecraft Forums

A forum dedicated to communication and innovation!
 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in
Welcome, one and all, to the Futurecraft Forums!

Share | 
 

 Modeller application

Go down 
Go to page : 1, 2  Next
AuthorMessage
Groot
Marine
Marine
avatar

Posts : 1456
Join date : 2012-03-18
Age : 21
Location : Yggdrasil

PostSubject: Modeller application   Thu Oct 04, 2012 1:47 pm

ok, got techne 20 minutes ago, had a go at using it, turns out I'm relatively good at modelling, so...

guess this mod needs all the help it can get, i can't do much coding or texture-ing, but i can do models

so far completed a model for a light recon mech (MKI, will add to it, only been working on it for 20 minutes)



*note thats not meant to be a shield, that is a carppy sattelite dish, will probably expand that once I actually know how to use techne*
view of the head and back


"to do: make it less of a midget, add spiky bits, make more badass*


going to start working on a atmospheric/space fighter, and will probably try to model something like an alcubierre drive (warp drive)

ok sort of finished a ten minute job on a prototype for some kind of atmosphere/space fighter jet/rocket/ionpropulsion/whatever

slight rotation mismatches but I've pretty much managed to decrease their visability to 0 (if they were rendered in the game you would not see them)





*to do: add weapons pods, attempt a feathered wing design, make more badass*

ok abandon that design, cause its carp, only boxes, heres the MKII, now more curvy



*to do: fix mismatch, make more badass*

are the feathered wings better or worse?


Last edited by Prototype on Thu Oct 04, 2012 3:08 pm; edited 6 times in total
Back to top Go down
View user profile
Caramell
Sergeant
Sergeant
avatar

Posts : 955
Join date : 2012-06-20
Age : 19
Location : Neo Seoul

PostSubject: Re: Modeller application   Thu Oct 04, 2012 2:06 pm

o_O
THAT IS AMAZING!

Frost, Mac, this guy needs to be on the team.
Back to top Go down
View user profile
Tiel+
Lord/Lady Rear Admiral 1st
Lord/Lady Rear Admiral 1st
avatar

Posts : 5497
Join date : 2012-02-20
Age : 20
Location : AFK

PostSubject: Re: Modeller application   Thu Oct 04, 2012 2:28 pm

1st one is good, the second is just bevels and boxes.
Back to top Go down
View user profile
Commander Error
Sergeant
Sergeant
avatar

Posts : 1237
Join date : 2011-12-07
Age : 22
Location : Look up.

PostSubject: Re: Modeller application   Thu Oct 04, 2012 2:45 pm

Tiel, you never be impressed?
Back to top Go down
View user profile
Tiel+
Lord/Lady Rear Admiral 1st
Lord/Lady Rear Admiral 1st
avatar

Posts : 5497
Join date : 2012-02-20
Age : 20
Location : AFK

PostSubject: Re: Modeller application   Thu Oct 04, 2012 3:02 pm

I'm a modeller. I am impressed with the first one, but I'm not going to fail to call something out as it is for no reason. Trust me, it's for the best in this field.
Back to top Go down
View user profile
Caramell
Sergeant
Sergeant
avatar

Posts : 955
Join date : 2012-06-20
Age : 19
Location : Neo Seoul

PostSubject: Re: Modeller application   Thu Oct 04, 2012 3:04 pm

For the record: When I posted my comment, the first one was the only one there.
The second one is cool too, though.
Back to top Go down
View user profile
Groot
Marine
Marine
avatar

Posts : 1456
Join date : 2012-03-18
Age : 21
Location : Yggdrasil

PostSubject: Re: Modeller application   Thu Oct 04, 2012 3:06 pm

second one is carp, refined into a MKII

just need to work out how to stretch out spheres (so far no dice) then I can do something really good
Back to top Go down
View user profile
caltech117
Recruit
Recruit
avatar

Posts : 383
Join date : 2011-09-05
Location : In front of you.

PostSubject: Re: Modeller application   Thu Oct 04, 2012 3:15 pm

Don't think if turbo model thingy will work in FC.
Back to top Go down
View user profile
Groot
Marine
Marine
avatar

Posts : 1456
Join date : 2012-03-18
Age : 21
Location : Yggdrasil

PostSubject: Re: Modeller application   Thu Oct 04, 2012 3:18 pm

If the devs can code in a overhaul everything they plan to, turbo model thingy shouldn't be a problem. and boxes suck, so turbomodelthingy would be ideal for the mod (or something similar), if that fail, the first fighter does not require turbomodelthingy, as it is just boxes.
Back to top Go down
View user profile
Caramell
Sergeant
Sergeant
avatar

Posts : 955
Join date : 2012-06-20
Age : 19
Location : Neo Seoul

PostSubject: Re: Modeller application   Thu Oct 04, 2012 4:22 pm

MKII is much better.
And how do you make the rounded edges?
Back to top Go down
View user profile
Last_Jedi_Standing
Moderator
Moderator
avatar

Posts : 3033
Join date : 2012-02-19
Age : 105
Location : Coruscant

PostSubject: Re: Modeller application   Thu Oct 04, 2012 4:53 pm

MK. 1 is much nicer than MK. 2.

_________________
Spoiler:
 

Back to top Go down
View user profile
Groot
Marine
Marine
avatar

Posts : 1456
Join date : 2012-03-18
Age : 21
Location : Yggdrasil

PostSubject: Re: Modeller application   Thu Oct 04, 2012 4:59 pm

I guess design wise, the MKI would be more geared for atmospheric operations (more aerodynamic design, lighter, and that bit where I couldn't quite make the rectangles form an edge could serve as an intake) and the MKII more geared for space operations (external fuel tanks, more surfaces for thrusters, ect.)
Probably going to make a not so light mech or something next.
Back to top Go down
View user profile
Burnttoaster
Recruit
Recruit
avatar

Posts : 205
Join date : 2012-01-16

PostSubject: Re: Modeller application   Thu Oct 04, 2012 5:38 pm

If I'm not wrong, I think frost is making it so the mod will handle circles, I'm not a fan of that, because round edges and circles don't really go with the Minecraft theme, and they will look out of place and weird in Minecraft, that why I like the second one the most because it would fit into Minecraft.
Back to top Go down
View user profile
Groot
Marine
Marine
avatar

Posts : 1456
Join date : 2012-03-18
Age : 21
Location : Yggdrasil

PostSubject: Re: Modeller application   Thu Oct 04, 2012 5:49 pm

If this mod stuck to the blocky feel of minecraft we would end up building Borg ships, after all, I'm pretty sure the whole point of this mod is to boldly go where no Steve has gone before (I.e. circles)

Back to top Go down
View user profile
Keon
Lord/Lady Rear Admiral 1st
Lord/Lady Rear Admiral 1st
avatar

Posts : 3075
Join date : 2012-01-17
Location : Hahahaha.

PostSubject: Re: Modeller application   Thu Oct 04, 2012 5:59 pm

Prototype wrote:
If this mod stuck to the blocky feel of minecraft we would end up building Borg ships, after all, I'm pretty sure the whole point of this mod is to boldly go where no Steve has gone before (I.e. circles)


Look in ship design, tell me borg cubes. Actually, tell them borg cubes. I guarantee you will be seeing rage. Anyways, circles would be interesting.

_________________
fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
Back to top Go down
View user profile
hyperlite
Captain
Captain
avatar

Posts : 1529
Join date : 2012-01-18

PostSubject: Re: Modeller application   Thu Oct 04, 2012 7:30 pm

They are alright, need work.
Back to top Go down
View user profile
Last_Jedi_Standing
Moderator
Moderator
avatar

Posts : 3033
Join date : 2012-02-19
Age : 105
Location : Coruscant

PostSubject: Re: Modeller application   Thu Oct 04, 2012 8:21 pm

Look, Keon. I know circles. I've worked with circles. Circles are friends of mine. Those, Keon. Those aren't circles.

Back on topic.

In general, I like what you've done with the blocky white shapes, and I dislike the rounded gray ones. They don't help at all. I don't have any problem with roundness in Minecraft, but I think in this case it could be done much better. Adding more shapes at random isn't the way to end up with a nice fighter or mech.

_________________
Spoiler:
 

Back to top Go down
View user profile
Groot
Marine
Marine
avatar

Posts : 1456
Join date : 2012-03-18
Age : 21
Location : Yggdrasil

PostSubject: Re: Modeller application   Fri Oct 05, 2012 12:19 pm

Ok trying designs that stick to the "blocky" feel, also trying texturing

now finished, a not so light mec... *ahem* assault drone with inverted legs plus an early texture




*to do: make better texture, make more badass*


Last edited by Prototype on Fri Oct 05, 2012 1:18 pm; edited 1 time in total
Back to top Go down
View user profile
Last_Jedi_Standing
Moderator
Moderator
avatar

Posts : 3033
Join date : 2012-02-19
Age : 105
Location : Coruscant

PostSubject: Re: Modeller application   Fri Oct 05, 2012 12:45 pm

Your "not so light" mech is smaller than Steve. Suspect

_________________
Spoiler:
 

Back to top Go down
View user profile
Groot
Marine
Marine
avatar

Posts : 1456
Join date : 2012-03-18
Age : 21
Location : Yggdrasil

PostSubject: Re: Modeller application   Fri Oct 05, 2012 1:15 pm

yup, think of it as more of an assault droid, I just call it a mech, because its based off a mech design that I came up with on another game.

Back to top Go down
View user profile
torrentialAberration
Infantry
Infantry
avatar

Posts : 727
Join date : 2012-06-20
Age : 104
Location : omnipresent

PostSubject: Re: Modeller application   Fri Oct 05, 2012 5:27 pm

I think navigating away from the "blocky feel" would be best for this machine. The legs are a bit too slender and the arms are too armey for the style. Try thinking more stubs with guns attached. Stubs do a surprising amount of good for mech designs. As for the legs, a more triangular design for the hip and some more variation to the width of the leg (maybe an ankle guard) would be good. Extend the tibial section of the leg past the knee to about hip height and widen it slightly.
Back to top Go down
View user profile
Groot
Marine
Marine
avatar

Posts : 1456
Join date : 2012-03-18
Age : 21
Location : Yggdrasil

PostSubject: Re: Modeller application   Fri Oct 05, 2012 5:49 pm

I did initially make stubs, but they didn't really look too good, considering the whole thing is roughly the same size as steve, I wanted to go for something between a miniaturised mech and a battle droid, plus I wanted to have a go at making a manipulator. The legs are still being worked on (trying a three part leg instead of a two part)
Back to top Go down
View user profile
Tiel+
Lord/Lady Rear Admiral 1st
Lord/Lady Rear Admiral 1st
avatar

Posts : 5497
Join date : 2012-02-20
Age : 20
Location : AFK

PostSubject: Re: Modeller application   Fri Oct 05, 2012 8:08 pm

Wow, Proto, that mech is 'rockin! I think that'd make a perfect combat drone as mentioned in Mack's original mcforums post if made a tidbit larger. Also, props on making your own textures.
Back to top Go down
View user profile
Groot
Marine
Marine
avatar

Posts : 1456
Join date : 2012-03-18
Age : 21
Location : Yggdrasil

PostSubject: Re: Modeller application   Sat Oct 06, 2012 4:18 am

Going to make it taller and probably add a head, that should do it?


However when it come to actually coding this into the game I'm pretty lost, so someone else would need to do that (having the manipulator pick up blocks like an enderman it would be cool).

Might post this on mcforums to see if anyone would take this up as a standalone mod, (won't be mentioned as anything to do with futurecraft, yet)
Back to top Go down
View user profile
Ivan2006
General
General
avatar

Posts : 2096
Join date : 2012-05-08
Age : 20
Location : The Dungeon.

PostSubject: Re: Modeller application   Sat Oct 06, 2012 6:36 am

Lulz looks like Egg gunner from sonic 06.
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Modeller application   

Back to top Go down
 
Modeller application
Back to top 
Page 1 of 2Go to page : 1, 2  Next
 Similar topics
-
» Calling application's js file inside selenium
» Selenium WebDriver + GWT Application
» How to test single page application (java) with selenium
» How can we automate Ajax based application using selenium.
» Msiexec.exe is not a valid win32 application

Permissions in this forum:You cannot reply to topics in this forum
Futurecraft Forums :: Development :: Modding Team Applications-
Jump to: