View Full Version : spider tank resurection
06-16-2006, 08:47 AM
this is an old model that ive decided to resurect.
i did it when i insisted on not using intersecting meshes, so its a whooping 25K tris, gonna half that and add some beef.
heres the old one
06-16-2006, 09:27 AM
heres what i got so far yay a wheel,
800 tris (more than half the original) and with a nice test mapping (diff norm spec and alpha)
06-16-2006, 03:48 PM
"yay a wheel"
My friend, that wheel is better than 90% of the finished models I've seen. Certainly better than all of the ones I've done..
I'll catch up though.. even if it takes me 30 years. :)
06-16-2006, 04:03 PM
thats a nice original design, loving the wheels, very cool.
800 tris? Couldn't you have done it with 20?
Nice textures, much better than on the original :thumbsup:
06-19-2006, 08:25 AM
yoff- yeah its 80 without the inset dimple things, but a boring 80
might change it yet, but as it doesnt take up too much texture space im willing to see how it goes.
06-19-2006, 08:32 AM
Those cuts on the ball don't add anything but polys for no good reason... Why do you have them there? O_o You could just as easily use a simple sphere for the ball/wheels and save some polys. Really like the design of the leg though. Depending on what style you're going for you could scale down the middle of the upper segment to add a little curvature to it (if you look at it from above) since the sideways profile is curvy but it's pretty straight from above.
06-19-2006, 09:18 AM
This is looking great Shep. Really great design on all those moving bits, and a great overall style. I think Urgaffel might be onto something re: the complexity of those spheres in low poly. They concord with the structure of the high poly very cleverly, but I'm not sure that's actually helping. Have you tried wrapping it on a regular sphere?
Keep it coming man. This is going to be great.
Shep man o_O i love it still! this was deffinatly worth redoing!!
06-19-2006, 09:39 AM
yeah im gonna have to explain this on every forum. he he
urgaffel- what appears to be extra edge loops in the wire view are the ends of the intersecting meshes for the inlayed dimples, wheel surface is just geosphere with alpha for the holes to expose the inlays. ill post a xray image to explain it better.
the upper leg section is convex from above but maybe it needs more :-) ill look into that.
obelisk- spheres are very effeciently done with geospheres, the actual surface is only 80 tris, the dimples are the other 700!(plus theres no issues with getting the uvws with no stretching and the seams all correlate with the panelling), still not deffinate on the low poly design yet, the other idea i had was to have another geosphere on the inside so thats 160 tris per wheel compared to 800, but it would use almost double the texture space, and alot of that would be wasted under the surface. so im gonna wait till the rest is done and see if i have texture space or tris to spare
cheers for the crits
06-19-2006, 04:05 PM
Well depending on how big the speheres will be "in game", couldn't you just do the dimples on the sphere itself instead of alpha map them? Why have them separate apart for mapping purposes? Since I don't know what the dimples look like, I can't say for sure but it looks like you could get the same effect with 3-5 extrudes instead of what you have now... Like the leg design lots, the rest is not so hot :p
06-19-2006, 04:11 PM
you can see the dimples in the second post. thats the low poly wheel, how i intended it.
gonna play with it more tonight to see if i can do better, might just delete the intersecting bits
:p :p :p :p :p :p
edit- the spheres are at least as tall as a man so it would be nice to get some extra detail in there, its a big beast
06-19-2006, 04:39 PM
I like where this is going but I wouldn't put the ladders on there. Chances are whoever is using this would jump into the cockpit from a hangar of somesort where there would be a specific rig for these bad boys. :D
06-20-2006, 09:56 AM
keeping the ladders:D its the tech of the future
this would be used as a moving platfrom for foot soldiers at some point, defending it a bit like a moving castle. so i you would be able to storm it and if you get on board, kill the pilot and take control (fps/collosus stylee)
06-20-2006, 10:43 AM
* pulls head in *
i still don't quite get it wheel geometry wise, so that xray might be a good idea. meantime, keep it coming. the whole business is very exciting.
06-20-2006, 11:30 AM
are you a turtle ?
think im gonna redesign it anyway. for same polys i could have bobbly treads, or for a tenth just simple sphere
06-20-2006, 12:10 PM
more like a hermit crab really. scuttling from mollusc shell to bourbon'n'coke can, desperately trying to avoid the falling sky.
meantime, that's the most complicated spheroid I've ever encountered. No wonder it's become SO controversial. It is very clever, but I wonder if that's really necessary here. I can imagine the same (or very similar) outcome from wrapping a normal map around a regular sphere (not that i've ever actually done that... but everyone says it's a snap!).
now i'm really putting my pincer in it. shouldn't post tipsy...
06-20-2006, 01:47 PM
hehe i know, its gonna be redesigned for def. the more i think about it the more im sure........
...... but .....
....i might just keep it in to piss all game artists off, poly wastage in full view of a game artist is like pulling the wings off a butterfly infront of a bhuddist, plain wrong, but kinda fun
06-20-2006, 02:16 PM
The wheels make me happy like a mofo!
What is their power source, how do they turn?
06-20-2006, 02:47 PM
the power source is external, inside the "foot" is a bunch of magnets, these are "computercontrolled" to pull and push the magnets (dimples) in the spheres. friction free fast and movement in all directions.
only trouble is if you get a stick, stuck in between the sphere and the foot...... argggh those damned sticks they always foil future tecxhnologies
06-20-2006, 03:46 PM
I say this because i was JUST last week working on the same exact idea...
Magnet spheres for wheels.
Guess thats why they call it the Cosmic conciousness...
Hopefylly we can figure it out eventually, i think its a great form of new transportation.
06-20-2006, 03:59 PM
if we can just get enough game artists together we can do anything, we'll show them car peeple a few things... shakes fist at sky
i bet designing those wheel took you weeeks:scream:
06-20-2006, 05:44 PM
Well, they absolutely look cool, but I imagine that would suck for combat! You'd get all sorts of fun metal stuff stuck in there! Hummers, tanks, explosives.. ;)
06-20-2006, 07:26 PM
Its not really all that difficult of a concept to fathom.
No i did all those in like a day... although, Maya Nor Max have very good Geoshpere tools...
Making anything higher than a hexacosichoron ( 600 cells ) is a friggan pain in the arse.
As for the magnetic problems... no prob. you put a gyro in the middle of the wheel, power it via an arc of conducted electricity into the spehere, then channeled into the core. each cell would have an on/off switch based off of its position relative to the ground plane.
Right before the cell gets to the polarized Pushing magnet, it gets turned on, and when it leaves the the maximum pushing radius of the magnet, it gets turned off.
So no picking up small or large pieces of debris.
Damn i gotta write all this down somwhere.
06-21-2006, 08:48 AM
KeepItEvil----your knowlegde is great, why do you insist on frivolous models like (slight nudity):scream:
anyway three wheels three choices
which do yoiu vote for
06-21-2006, 08:56 AM
I would say that the 700+ wheel (with square nobs) looks wicked! But the third choice with only 80 tris would save low of tris for actual vehicle...
...But I vote for 700+ tris wheel for it's different in a cool way yet enough similar to original design.
06-21-2006, 10:13 AM
tough to tell the difference between the 800 and the 80 tri version of the original wheel, so i'd def vote for the 80 tris on that. but the 732 tri wheel feels more like the right one for your overall design. seems like it would have great grip, and maybe you could even set up a city-slick and off-road version, by retracting the studs to diff heights.
nice to see thinking like this, instead of purely aesthetic consideration.
06-21-2006, 03:05 PM
lookin good there shep, personally im liking the square one as well. it looks really cool and like others have said the difference between the 800 and 80 is bareley noticable, only really in the sillohette. you could probably somehow cut down the 700+ tri one inbetween the nobs becase the nobs themselves actually break up the sillohette, so the roundness isnt as noticable as the other ones. this is a sweet looking project! :D
06-22-2006, 08:22 AM
i rounded off the bumps a little (800tris) . think its finalised now. hoho.
maps just a tester
06-23-2006, 08:50 AM
ok away from balls and onto head
06-23-2006, 08:51 AM
less ballss more head
06-26-2006, 08:32 AM
man this thing keeps getting bigger and bigger, might have to play with size of steps as its currently friggin huge
06-26-2006, 10:40 AM
wires if your interested
06-26-2006, 11:33 AM
just keep going Shep. this is going to be great.
how does it brace it's balls from the recoil on those cannons? it'd be kind of great if it didn't, and the recoil sent it rolling backwards a little. and i'm really looking forward to seeing how those legs connect to the thorax [sic].
keep the updates coming.
06-26-2006, 11:55 AM
i'm really looking forward to seeing how those legs connect to the thorax
me too :curious:
i think it can use the magnetic power to dampen the force of the recoil. otherwise depending on situation, it can use its back legs up against a Battlement/sandune/cliff/office building to stop the recoil.
06-29-2006, 09:29 AM
06-30-2006, 09:21 AM
more play with bum gun and blocking out turret/head hinge
06-30-2006, 10:17 AM
This is looking truly spectacular Shep. It feels like it has so much purpose and potential energy. I can see it springing about with an agility that belies it's vast size. meantime, couple of things:
- the rail around the bum gun, as you so elegantly describe it, seems out of character with the rest. a little too fiddly or something. perhaps the same area could be plated steel armour, like you have sheilding most of the rest of the gunner.
- the platform your gunner is on doesn't feel solidly supported enough either. it feels a little flimsy, and kind of bolted on as an afterthought. maybe it's foundation needs to be more pronounced or something.
I guess my problem with these elements is that the rest of this beast feels so resolved, in design terms, and these bits seem like after market accessories or something. Fog lights and ski racks on a new MINI Cooper S. Also, I sort of think that half the menace of these kinds of machines is that vou can't see the driver/gunner. Consequently, as a player, you anthropomorphise them as creatures, rather than machines, and that makes them seem so much more alien, unpredictable and downright scary.
God I can ramble...
Keep it coming. I'm loving every update.
06-30-2006, 10:23 AM
Wow, that is awesome! really massive (first I thought that it would be something like 2 person vehicle) and the last pictures with human scale rock!
How much tris are there?
06-30-2006, 10:46 AM
cheers obelisk- your thoughts are always welcome. im thinking of reducing its scale slightly, maybe quite a bit?!
-bum gun railing, yeah i think your right, its there to stop the gun being turned on the back leg joints by sabatours.
-but i like the idea of a bit more intergration of the gangway into the body+armour.
but im keeping the suspended gang way round the sides, i like the way it provides cover for eqipment there. also its not without reference to things like battleships etc. they are easily replacable
ElFuego- even though i said id reduce the original version by half, im almost at 20k
06-30-2006, 11:44 AM
lookin great shep - keep it up
Duke of Holland
06-30-2006, 04:40 PM
I think you are better of instead of the person standing behind the backgun, make it a seated gun. Also make the rest of the gangway enclosed with railing, maybe not as high as the one covering the backgun now, but lower.
Another thing, make the backgun hanging from the behind of the mainstructure, it will make it integrated with the whole machine.
Maybe tonight I will give a better description of what I have said, because this is a very fast typing thing on my part.
The model looks good though, dont worry ;)
07-05-2006, 09:24 AM
07-05-2006, 01:29 PM
that's heaps better shep. much more elegantly and sculpturally integrated. loving that grain effect too. is that some sort of radiosity side effect?
keep it coming
07-05-2006, 01:36 PM
yay, that is wicked man
this somehow remind of matrix 3 :shrug:
well done, imagine the vehicle on full speed and other player is shooting the heck out of that rear weapons :D
07-05-2006, 01:47 PM
cheers, that grainy effect, is just turning the radiosity down for speedy renderings, looks quite good though, might use it to render a dirt map out.
07-07-2006, 08:31 AM
nearly done the low poly
07-07-2006, 11:56 AM
anim of construction (ignore stairs couldnt be bothered to re-render)
07-07-2006, 12:11 PM
Looking very very slick, im trying to imagine this thing adapting to urban warefare... would need some pretty wide streets... maybe a sie project a baby urban version... maybe a 2 manner instead of the full crew this behemoth would need to man it?
07-08-2006, 04:27 AM
The front panels that flip down look so much cooler and gel with the scifi design so much better than the ladders, I think this was a good choice. You must be getting close to texturing this one, right? Are you going with a shagohod style or maybe something sleaker?
07-08-2006, 12:39 PM
its going really good man!
07-08-2006, 02:32 PM
Great design Sheperio! I really like the flip down panels instead of the stairs. I am not sure if you are really looking for comments but, the way those curves come to together on the top to rear of those side engines/rocket-packs(?) I think could be better. If you agree, maybe and idea would be some fins that draw back (similar to the one on the top), or maybe just changing the curvature of either the vert or horizontal, or both changing the curvature and a fin.
Again, great design!
07-09-2006, 08:54 AM
Thats a great design Shepeiro.
The vehicle looks really well balanced and I love the details. Apologies if you have already mentioned this but did you create the low res first or after the high res model??
07-09-2006, 12:24 PM
this just keeps getting better man. keep rolling.
07-10-2006, 08:24 AM
jfalconer- ill have to google that and come back to you
somnambulance- mmm id noticed that too, but hadnt done anything about it, may take another look at them pods.
Alchemist101- im doing my usual low-high-low appraoch, block out the low(get sacales and volumes correct), create the high, edit low to fit high better (esp where i make design changes)
07-10-2006, 08:55 AM
very nice work on this one, but i think some parts are a bit to meshsmoothy i'd love to see the hard edges with a bit more sharpness to break the smoothness a little bit :)
07-11-2006, 03:41 AM
by shagohod I meant this :curious: (http://en.wikipedia.org/wiki/Shagohod)
07-11-2006, 03:42 AM
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