| Modeller application | |
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+9Groot torrentialAberration hyperlite Keon Burnttoaster Last_Jedi_Standing Commander Error Tiel+ Caramell 13 posters |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: 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 | |
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Caramell Sergeant
Posts : 955 Join date : 2012-06-20 Age : 26 Location : Neo Seoul
| Subject: 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. | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
| Subject: Re: Modeller application Thu Oct 04, 2012 2:28 pm | |
| 1st one is good, the second is just bevels and boxes. | |
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Commander Error Sergeant
Posts : 1237 Join date : 2011-12-07 Age : 28 Location : Look up.
| Subject: Re: Modeller application Thu Oct 04, 2012 2:45 pm | |
| Tiel, you never be impressed? | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
| Subject: 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. | |
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Caramell Sergeant
Posts : 955 Join date : 2012-06-20 Age : 26 Location : Neo Seoul
| Subject: 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. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: 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 | |
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Guest Guest
| Subject: Re: Modeller application Thu Oct 04, 2012 3:15 pm | |
| Don't think if turbo model thingy will work in FC. |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: 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. | |
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Caramell Sergeant
Posts : 955 Join date : 2012-06-20 Age : 26 Location : Neo Seoul
| Subject: Re: Modeller application Thu Oct 04, 2012 4:22 pm | |
| MKII is much better. And how do you make the rounded edges? | |
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Last_Jedi_Standing Moderator
Posts : 3033 Join date : 2012-02-19 Age : 112 Location : Coruscant
| Subject: Re: Modeller application Thu Oct 04, 2012 4:53 pm | |
| MK. 1 is much nicer than MK. 2. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: 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. | |
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Burnttoaster Recruit
Posts : 205 Join date : 2012-01-16
| Subject: 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. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: 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)
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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: 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. | |
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hyperlite Captain
Posts : 1529 Join date : 2012-01-18
| Subject: Re: Modeller application Thu Oct 04, 2012 7:30 pm | |
| They are alright, need work. | |
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Last_Jedi_Standing Moderator
Posts : 3033 Join date : 2012-02-19 Age : 112 Location : Coruscant
| Subject: 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. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: 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 | |
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Last_Jedi_Standing Moderator
Posts : 3033 Join date : 2012-02-19 Age : 112 Location : Coruscant
| Subject: Re: Modeller application Fri Oct 05, 2012 12:45 pm | |
| Your "not so light" mech is smaller than Steve. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: 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.
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torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
| Subject: 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. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: 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) | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
| Subject: 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. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: 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) | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Modeller application Sat Oct 06, 2012 6:36 am | |
| Lulz looks like Egg gunner from sonic 06. | |
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