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Title: Concept Art Post by: Keys on March 30, 2007, 06:25:01 PM Well to get the community more involved in the process, if anybody, including the Battletech consultants, have a cool concept art, a website picture, a model at home, etc. Take a picture of it and post it here. Maybe some aspect of it will be incorporated in the mod so couldn't hurt!
Note: Ripped art please have a name of the original artist if possible. Title: Re: Concept Art Post by: Wolf74 on April 22, 2007, 12:11:15 AM I have a lot of mini's and a lot of game books (Wish I had all of them)
http://home.grandecom.net/~gswolf/images/CBT_books.JPG (http://home.grandecom.net/~gswolf/images/CBT_books.JPG) Many of your team at one time or another most likly seen my Translation of the CBT to the closest real time the game offered. http://home.grandecom.net/~gswolf (http://home.grandecom.net/~gswolf) So if you need an mech image (mostly OLD school) I might beable to help. Wolf74 A 3025 pilot in a 3067 world Title: Re: Concept Art Post by: xKamikazex on April 22, 2007, 01:25:35 AM I love your collection of BT books ;).
Many of your team at one time or another most likly seen my Translation of the CBT to the closest real time the game offered. http://home.grandecom.net/~gswolf (http://home.grandecom.net/~gswolf) I can't say for myself that I've come across this particular seen this site. This information is perfect for what we wanted to get a feel for the numbers of the in game fighting math. Especially infantry. This is excellent, thanks very much for your input. Title: Re: Concept Art Post by: Keys on April 22, 2007, 01:56:20 AM Might Collection. Granted there are 1000's of pictures of mechs, what i want for this section is for people to post a picture of what best represents Mechwarrior to them.
Title: Re: Concept Art Post by: Raven on May 26, 2007, 12:06:29 AM In reference to the scale of a Mechwarrior to a 'Mech, armorcast has a pretty good handle on it from what I have seen. The first few pictures on this page have scale infantry figures next to 'Mechs and Elementals.
http://www.armorcast.com/battletech/index.html According to the scale numbers given, Armorcast puts the Atlas at 52'6" tall. The Madcat is 41'4". The Elemental is scaled at 10' tall and the regular infantry is just at 6' tall. About 12-18 inches of the Elementals height are the missle pods, which would put the Elemental without the missle pods at about 8.5 to 9 feet tall. Title: Re: Concept Art Post by: Keys on May 26, 2007, 02:15:22 PM I think we do have the scalings down somewhere... and how they correspond to the spacing in the doom engine editor and 3ds.
Title: Re: Concept Art Post by: JT Kirk on July 29, 2007, 03:13:15 PM "a model at home, etc. Take a picture of it and post it here"
lol be careful what you ask for................. (http://i30.photobucket.com/albums/c303/elninjo69/newloki.jpg) (http://i30.photobucket.com/albums/c303/elninjo69/newloki1.jpg) (http://i30.photobucket.com/albums/c303/elninjo69/puma7.jpg) (http://img152.imageshack.us/img152/6370/apr29236jn7.jpg) (http://img205.imageshack.us/img205/9728/apr29224dn3.jpg) (http://img214.imageshack.us/img214/2315/apr29243sx8.jpg) (http://img225.imageshack.us/img225/9019/marauder3sj.jpg) keep up the good work team, ive been playing since lead figures and everything in between (http://img148.imageshack.us/img148/1038/games4uv.jpg) and look forward to this new chapter Title: Re: Concept Art Post by: Spock on July 30, 2007, 06:03:13 PM LOL..... Thats showin em Captain ;D
This guy has more Battletech info and Mech models than Viagra has happy pills Title: Re: Concept Art Post by: Criminal on July 30, 2007, 06:18:46 PM That's awesome i love those outdoor shots!!! Thanks for those images :D
Title: Re: Concept Art Post by: JT Kirk on July 31, 2007, 02:00:49 PM Thanks ppl, a few more for your enjoyment
Black Angus (http://img166.exs.cx/img166/637/atlas4zz.jpg) one of 3 madcats (http://img95.exs.cx/img95/7402/mikesmc5ai.jpg) MW4 templar and daishi (http://img221.imageshack.us/img221/7485/capture0025ct.jpg) some mixed tech, sparrowhawk aerospace fighter and shadow hawk (http://img66.imageshack.us/img66/2774/aerotech1wa.jpg) Title: Re: Concept Art Post by: Criminal on August 01, 2007, 04:31:38 AM Damn i can't see the aerotech (at work atm) but i can't wait to see the pics when i get home. Thanks for sharing these with us, keeps us straight with where we are going with this.
Title: Re: Concept Art Post by: JT Kirk on August 01, 2007, 02:59:30 PM Thanks Mate,
as you can see im a bit of an enthusiast where battletech is concerned, i have over 40 of the novels and though i started with lead figures, we eventually moved to the larger scale seen here for outdoor play (http://img398.imageshack.us/img398/6021/picture1226ls.jpg) (http://img398.imageshack.us/img398/1345/picture1289bn.jpg) (http://img398.imageshack.us/img398/9037/picture1060yt.jpg) (http://img515.imageshack.us/img515/8886/vidtest0381vz.jpg) respect and regards JT Title: Re: Concept Art Post by: JT Kirk on August 04, 2007, 07:05:25 PM (http://img384.imageshack.us/img384/8210/vidtest0747ys.jpg) (http://img306.imageshack.us/img306/7122/vidtest0871ec.jpg) Title: Re: Concept Art Post by: Kelembai on August 15, 2007, 04:28:48 PM damn those are awesome. you scratchbuilt these Mechs didn't you?
awesome work dude. Title: Re: Concept Art Post by: Inferno on August 15, 2007, 09:02:52 PM those are awesome. I'd love to play some BT with those guys.
Title: Re: Concept Art Post by: CrazyBlackFox on August 17, 2007, 03:54:40 AM Whered you get those models? I've been looking all over for Cast Resin, or Vynal or PVC Plastic ones and cant find them. Those are lead? How big are they?
Title: Re: Concept Art Post by: JT Kirk on August 19, 2007, 02:44:14 PM scratch built from balsa and bits, i use them for CBT using tape measures marked off with 10 inch hexs
atlas and madcats (cbt versions) (http://www.freewebs.com/sfmercs/mcandvic.jpg) to give the scale, heres an atlas next to an atlas lead figure (http://img66.exs.cx/img66/6486/picture7491pu.jpg) Title: Re: Concept Art Post by: JT Kirk on August 21, 2007, 03:54:19 PM some MW4 BKnights being built
(http://img85.imageshack.us/img85/6595/griff0719fw.jpg) and with limo (http://img332.imageshack.us/img332/1448/bk129oo2.jpg) (http://img151.imageshack.us/img151/1236/bk141cq8.jpg) Title: Re: Concept Art Post by: Criminal on August 22, 2007, 04:34:32 AM Did you say those were all made of balsa wood by hand?!?! Dude i'm freaking impressed...have you ever booted up a 3d modeling program like zbrush before because seriously if you can do work like that by hand then the 3d modeling work would be a freakin breeze. Very cool pics keep em coming :D
Title: Re: Concept Art Post by: JT Kirk on August 22, 2007, 03:17:12 PM Thanks Mate, your prob right, i should take the time to learn a CAD package
i could definatly "build" them faster, these things take weeks to build. but im certain the process is identical, its a matter of assembling individual shapes to create the whole then its just a matter of an eye for detail, not sure the finished product is as satisfying as having one on the shelf to gaze at in enjoyment. the other aspect is perfection, none of these are perfect, they have defects & dents, are not always mirrored on a given axis, some angles that should be 90 degrees are 92 or 3. i dont mind because it gives them the look im after, Blaine Pardoes description of Alexi Holts BK "Miss direction" in Target of opertunity, is classic. the internal chassis of the mech being more than three centurys old. i like my models to have that "lived in" look, as if they too are a refitted machine of age. (http://img230.imageshack.us/img230/8987/picture0802ks.jpg) Title: Re: Concept Art Post by: xKamikazex on August 22, 2007, 05:27:16 PM Even though you say they take weeks to build you're providing new pics almost every day lol. These are some really neat models to look at daily :).
Title: Re: Concept Art Post by: HackerX4 on August 22, 2007, 06:24:24 PM Keep them coming man...I love looking at these things... ;D
Title: Re: Concept Art Post by: JT Kirk on August 22, 2007, 11:00:24 PM Many Thanks PPl,
these pics are mostly classic shots from the vault, that atlas is getting on to a decade and a half old. my first ever mech was a locust, and it was printed on a cardboard cutout that fitted a slot in a plastic hex. i was hooked from the moment i rolled the dice The locust went on to become my signature mech, and i could take on an atlas with five of them and win everytime. (long slow game, atlas peppered to bits). under the right conditions the locust can be piloted so that adding the modifiers it takes a 13 to hit it. neat trick with two D6. im glad you enjoy them (http://img66.imageshack.us/img66/7782/picture6422cf.jpg) Title: Re: Concept Art Post by: JT Kirk on August 23, 2007, 11:12:38 PM This one was taken 10 mins ago, its my current project, all ready for its final paint decals and weathering
(http://i30.photobucket.com/albums/c303/elninjo69/Aug24635.jpg) i tossed up the missile configs and settled on LRM 15's the mw4 varient has 20's the mw2 varient has 10's but the graphics show 15............. Title: Re: Concept Art Post by: Kelembai on August 24, 2007, 11:06:46 AM hurray for the MW4 Vulture! awesome stuff bro.
Title: Re: Concept Art Post by: Criminal on August 24, 2007, 02:38:42 PM I still can't believe he actually makes them by hand just with balsa wood....simply amazing.
Title: Re: Concept Art Post by: JT Kirk on August 29, 2007, 02:08:35 PM (http://i30.photobucket.com/albums/c303/elninjo69/Aug29652.jpg)
(http://i30.photobucket.com/albums/c303/elninjo69/today1.jpg) (http://i30.photobucket.com/albums/c303/elninjo69/today2.jpg) (http://i30.photobucket.com/albums/c303/elninjo69/today3.jpg) Title: Re: Concept Art Post by: Criminal on August 30, 2007, 03:20:46 PM Hey are you painting these yourself too? Cause if you are very nice work
Title: Re: Concept Art Post by: JT Kirk on August 30, 2007, 05:02:42 PM Thanks Mate,
yes i do the painting. i use humbrol model paints,in this case flat sand as a base,then using a sponge i dab the darker contrast on ,flat tan. then i followed up with crushed pastel chalk dark brown and black. between the silver and the cammo coats,i apply droplets of a super saline solution and let dry,then i paint over the dried salt, when the cammo paints are dry,i flake off the lumpy bits and this leaves tiny bits of silver showing as paint chips/damage etc this one is an old pic of a plastic kit LAM (http://img239.imageshack.us/img239/6111/lam0rs.jpg) Title: Re: Concept Art Post by: JT Kirk on September 02, 2007, 10:41:28 PM (http://i30.photobucket.com/albums/c303/elninjo69/Sep03692.jpg)
Title: Re: Concept Art Post by: xKamikazex on September 02, 2007, 11:33:56 PM I just thought of the next picture... Start stacking a light mech on top of a heavy mech and pose them face to face to make it look like they're ready to chicken fight! lol!
Title: Re: Concept Art Post by: anchovy on October 02, 2007, 08:56:52 PM I like the black stretch limo.
Nothing says "Pimp my ride" like a stretch limo. Anch Title: Re: Concept Art Post by: JT Kirk on October 05, 2007, 06:24:28 PM The limo was fun to build as well, i figured the BK's are so stylelised with their sheilds,and spurs that they were like the limo designed for function as well as show, palace guard or diplomatic escort that sort of thing.
another reason they dont have cammo schemes or much weathering. they are show ponies not war horses lol the "teapot" below would prob have been better off exploiting the greenery behind ........ (http://btech_1.tripod.com//sitebuildercontent/sitebuilderpictures/picturelas.jpg) Title: Re: Concept Art Post by: airsoftsolja on October 08, 2007, 12:04:18 AM i have some concept art of weapons that you might add to the mod.
(http://i123.photobucket.com/albums/o296/poopface_031/comic123010.jpg) (http://i123.photobucket.com/albums/o296/poopface_031/comic123011.jpg) I dont know if its good enough though but you might add more details to it if you want to. I just want to draw some weapons for fun. Title: Re: Concept Art Post by: LittleDevil on October 31, 2007, 01:59:29 AM I like the hand gun... Grip is a little to thin for my taste but... I like it.
Title: Re: Concept Art Post by: airsoftsolja on November 03, 2007, 08:24:58 AM i could make more concept weapons if you want ;D actually.. I have more!
Title: Re: Concept Art Post by: Ritifo on November 12, 2007, 07:09:32 PM (http://img402.imageshack.us/img402/3683/pixelsig42pii3.png)
From when I did pixel art, I present to you the Raptor II. The big arse gear on its leg joint is off, I know, but I'm too lazy to fix it now. Title: Re: Concept Art Post by: Flanker on January 06, 2008, 08:05:05 AM My first post here. After following this mod for quite some time at moddatabase I thought, after a while, why not join the forums. After going through the forum I found this topic and thought lets post something here as a introduction. Glad to be here and good to see Mechwarrior will live again on a next gen engine.
(http://tdijkman.enterprise-tcw.com/Junk/IMG_0900.jpg) A simple sketch but it came out quite well I think. Good luck with the mod, looking forward to seeing a mech ingame. ;) Title: Re: Concept Art Post by: Ghogiel on January 27, 2008, 08:24:58 AM Didn't know quite where to put this... I was thinking of modding your mod. By modelling a mech of my own. (if that is acceptable.)
I've moved on from my other modding community, and want to make a mech now :). Still deciding which one though. (scout my photobucket account if you want to see my modelling, its a bit cluttered, and the good stuff might be hidden in subfolders.) I knocked that up just before bed. Spent ages trying to find good reference images for it though. Its just a very quick knock up anyway, for myself to get an idea of how its constructed, basic proportion, aesthetic. So crit is probably not really helpfull at this stage. Can I ask if anyone knows someone with the miniature, and can get good pics of a few areas of it for me? I guess I can make do with what I've found. the plan is to model it close to the miniature. then refine its shape and lines from the concept in the 3055 TRO. and then add fine details and my own touches after that. Alternatively I am open to suggestions, I could do the reseen version, Rifleman, hellhound, razorback, anything really. What is a typical MWLL mech poly count? quick update to the mock: (http://i25.photobucket.com/albums/c85/lego-botz/Mechs/marauderIICMock3.jpg) (http://i25.photobucket.com/albums/c85/lego-botz/Mechs/marauderIICMock4.jpg) Title: Re: Concept Art Post by: Skydance on January 27, 2008, 07:29:23 PM The in-game models are a few thousand polygons (up to 8000 I think). What chassis is that?
Title: Re: Concept Art Post by: Ghogiel on January 28, 2008, 05:24:43 AM Its a Marauder IIc. 85 tons. Its one of those mechs, you either love it or hate it.
the mini looks like this http://www.heavygauss.com/Assaultmain.html 8k is plenty. :) edit: http://i25.photobucket.com/albums/c85/lego-botz/Mechs/HellhoundWIP1.jpg http://i25.photobucket.com/albums/c85/lego-botz/Mechs/HellhoundWip2.jpg MW4 Hellhound. The marauder was proving difficult, I'll have to have more mech practice before tackling it, No goo reference of a lot of it, and I'll have to redesign a lot of it so it articulates intelligently. New: http://i25.photobucket.com/albums/c85/lego-botz/Mechs/HellhoundWip3.jpg I was messing around on a hunchyIIc and whammyIIc as well. http://i25.photobucket.com/albums/c85/lego-botz/Mechs/hunchbackIIcMock.jpg Title: Re: Concept Art Post by: Slith on February 09, 2008, 04:21:36 AM I've got like, 60 pictures, but I think that might be a bit much to upload all at once on the forum, so here's just a peek at a couple of them.
(http://img352.imageshack.us/img352/8278/classicbattletechrecordky2.th.jpg) (http://img352.imageshack.us/my.php?image=classicbattletechrecordky2.jpg)(http://img164.imageshack.us/img164/5429/fieldmanualcrusaderclanth0.th.jpg) (http://img164.imageshack.us/my.php?image=fieldmanualcrusaderclanth0.jpg) Before anyone asks, I'm 99% sure the image above is a Black Lanner, and not a Mad Dog. Comparison images: (http://img172.imageshack.us/img172/7149/blacklanner2ccgoy3.th.jpg) (http://img172.imageshack.us/my.php?image=blacklanner2ccgoy3.jpg)(http://img205.imageshack.us/img205/40/blacklanner1ccgfb5.th.jpg) (http://img205.imageshack.us/my.php?image=blacklanner1ccgfb5.jpg) Nevermind. Title: Re: Concept Art Post by: Nebfer on February 16, 2008, 03:56:59 PM All-most all Battlemechs are between 8 and 14 meters tall (26 to 46 feet), Very few are higher than this.
Title: Re: Concept Art Post by: TheANIMAL on February 18, 2008, 10:14:26 AM Hi there, new on the forum.
I made this today, took a couple of hours on Blender, its the Avatar; my second favorite mech. Title: Re: Concept Art Post by: TheANIMAL on February 21, 2008, 04:39:19 AM I've spent a bit more time on the legs now. Unfortunatly the poly count is almost 18,000 and i'm only 3/4 done so i'll have bake the details to a normal map, but hey, it'll still look cool.
Edit: done the missile launchers and some of the main body. Title: Re: Concept Art Post by: Flanker on February 26, 2008, 03:42:44 AM Lots of 3d work :)
Was planning to use this for the recruitment posters but eventually didn't finish it. Was planning to go for a fictional tank merc unit but currently don't have the inspiration to finish and the pictures there are already of a high 3d quality. Still I thought lets post the line drawing here since, if I didn't, I would just toss it away. It's a Manticore heavy IS tank. (http://tdijkman.enterprise-tcw.com//Overig/Manticore.jpg) Title: Re: Concept Art Post by: metro on February 27, 2008, 09:58:07 AM Impressive. Thats all I can say.
Title: Re: Concept Art Post by: TheANIMAL on March 03, 2008, 09:06:35 AM The finnished model, but texturing is still WIP.
Title: Re: Concept Art Post by: Kit Lightning on March 05, 2008, 09:37:18 AM This looks like a good space to ask you guys´n´gals (hrm) a little Q of mine ...
How do you make such horrificly cool renderings, i.e. the shadings on you 3d mods? I have only resently allowed myself to dwelve down into 3ds max (dec 2007) and have reach as far as to the rendering and texturing. I´m an old Photoshopper (since 1991). BTW thanks for a humor-filled tutor on the UVW mapping, cant wait until he shows his skills in Maya, an unknown territory for me! Please critizise as you wishes ... First of the finished poster for your "contest"! p.s. the following should have been added to the (now closed) Att: Clans and Player... topic ... but I´m posting it anyway ... so here it goes Just a thought (Yes I know I´m fantasizing again, that I actually can think *ouph*... who said that! not me, over there!) Could this little post of yours (this on, I said and pinned my head to the desk), be implemented as an extra feature in the actual game, so any “member” of your community (me) or clans (my alter ego(s)) can continue to post or update their art, may it even be a server feature so clans can post their own art at a specified place in the game itself? *drool* I am certainly aware the threat from hackers that will spam such a feature. And also how should it be implemented on a server? By an Admin solely, or is it done by community vote? And also how may this affect “load of graphics” when starting a map. Each map would need to have a specified number of “place holders” to eventually be implement the new art in the game. Graphics would have to be uploaded to a specific target on a server, and manually or automatically implemented in the game, again only an Admin may place the art on a given target (place)? p.s. this question is not related to Unit Logos? Ellements from Cannon Uniforms? at all, thou the point given on that part, is a good one too, and visibly southing. :) Title: Re: Concept Art Post by: Kit Lightning on March 05, 2008, 09:42:33 AM And now for the more serious stuff ...
the vehicle from the CBT TR3026r, first ever skinned! A newer version with a new skin is being worked out! Title: Re: Concept Art Post by: Kit Lightning on March 05, 2008, 09:53:13 AM and now for some weapons...
Here´s a cool gear, the Bearhunter" Superheavy Autocannon from Clan Hell´s Horses (of which I´m missing a logo *sob*) firts one is (dooh) but naked, no skin! erh the others ar´n´t skinned either! second and third is hand painted in photoshop, I have not learned UVW mapping properly, yet! Title: Re: Concept Art Post by: Kit Lightning on March 05, 2008, 10:00:41 AM Remake of the LB-X Autocannon by Mike Jackson, found in BattleTech Compendium: The Rules of Warfare, p. 118. Published by Fasa inc.
Title: Re: Concept Art Post by: Kit Lightning on March 05, 2008, 10:05:05 AM And another cool "soft-body" weaponry ...
"David" Man-Portable Ligh Gauss Riffle ... o_o I´m still stomping on the "King David" and as with the Bearhunter ... they are hand painted in Photoshop! Title: Re: Concept Art Post by: Kit Lightning on March 05, 2008, 10:07:26 AM This was made from the second sketch of 2008 ... a free-style mech!
Title: Re: Concept Art Post by: TheANIMAL on March 06, 2008, 03:46:19 AM Some nice bits of modelling there you have netrom! In answer to your question about the shader:
Most people using 3D Max or similar use the default shaders for their test renders, and render it of in V-Ray which does most of the hard work for you. Just remember when you're doing a test render to light it appropriatly, you need the details to be HIGHLIGHTED by one or more light sources, you also need a bit of contrast, and have a bit of specularity to make the details and contours more obvious. For me in blender things are a little more tricky as it is a more difficult program, with pretty sucky default shaders. It comes down to lightig really, you need a bit of ambient light, a bit of ambient occlusion so that the nooks and crevises are shown up to be a bit darker, than you just light it appropriatly to show the highlights off. Its pretty basic stuff. Title: Re: Concept Art Post by: Kit Lightning on March 06, 2008, 11:55:17 AM TheANIMAL Enjoy it! All of it!
I´m at the brink of extinction, all you see here is lost! I presume ... I have just been out for a mayor disastor about an hour ago. The drive which obtains all my 3D models, renderings and photoshop edits, and also the softwares used has failed *please sh*t me* I don´t know what has happened to the HD but it just freezed while viewing the Bearhunter, another edit it Photoshop I did last evening, and it rebooted several times afterwards I installed it in another system were it showed this [standard drive name, I had rewritten it][It said it was formatted in RAW, (in other words it did see it as formatted), originally NTFS][And finally the worst to look at it read the HD volume as 0-byte, not 1 or 150000, no no, simple 0 byte on the drive, and the HD is now only capable of obtaining 0 byte in total! I hav´n´t done anything to it yet, so my hope is not all lost Thanks for the interest in my work Title: Re: Concept Art Post by: TheANIMAL on March 07, 2008, 12:35:14 PM Hmm, sounds like you need something like Partition MAgic or anh hard drive recovery program, something you can boot form a CD if its not already on your computer.
Hope you sort it out! Title: Re: Concept Art Post by: Kit Lightning on March 08, 2008, 07:01:51 AM Well, I´m on it, sort of!
But it seems that I´ll have to pay $700+ for Ontracks recovery utility! Thanks for the reply TheANIMAL! Take Care Buddy! Title: Re: Concept Art Post by: TheANIMAL on March 11, 2008, 11:48:40 AM $700??!!!!!!!!!!!!!!!!!!!!!!!!!!!! :o :o :o :o :o :o :o :o
*Edited post, no warez discussion* jeeez. Title: Re: Concept Art Post by: PanzerBoxb on March 11, 2008, 12:11:06 PM Get Data Back for NTFS has always done a spectacular job for me of recovering data from failed drives.
Title: Re: Concept Art Post by: Kit Lightning on March 12, 2008, 12:11:16 PM I know ... Thanks! both of you. ;D
Title: Re: Concept Art Post by: Kit Lightning on March 26, 2008, 11:58:24 AM other gears
heres a Bearhunter Superheavy Autocannon, from Clan Hell´s Horse. Title: Re: Concept Art Post by: Kit Lightning on March 26, 2008, 12:02:20 PM Remake of the LB-X Autocannon by Mike Jackson,
found in BattleTech Compendium: The Rules of Warfare, p. 118. Published by Fasa inc. Title: Re: Concept Art Post by: Kit Lightning on April 04, 2008, 07:01:05 AM ... for resting your eyes ...here´s a Firedrake ... (ha!) no ones up for commenting this (shit)
Title: Re: Concept Art Post by: Kit Lightning on April 04, 2008, 07:24:04 AM ... and another ... skinned man-portable ligh gauss riffle (huf!)
Title: Re: Concept Art Post by: PanzerBoxb on April 04, 2008, 08:04:52 AM Dakka dakka! Nice shootaz! :D
Title: Re: Concept Art Post by: Kit Lightning on April 04, 2008, 08:09:19 AM Dakka dakka! Nice shootaz! :D thank you! my friend in arms!Title: Re: Concept Art Post by: xKamikazex on April 07, 2008, 10:49:07 AM netrom, check your PMs.
Title: Re: Concept Art Post by: Hellfire on April 07, 2008, 05:02:12 PM ... for resting your eyes ...here´s a Firedrake ... (ha!) no ones up for commenting this (shit) The Firedrake is so evil. It's not just a giant flechette hose. It's a giant incendiary flechette hose. Admittedly it does suck on armor with an AP of 2 when 5 is common.Quick question about the Bear Hunter, what the heck is that pod on the side for? I like the enclosed look (seen on the Golem) better on Battle Armor, it looks more menacing, but your version works as a stripped down infantry version. I'd hate to think how much gunk you'd get inside there. The Bear Hunter will shred through the toughest power armor with ease. A burst with both on a Golem will put even a Kanazuchi down. Under the RPG rules at least. Title: Re: Concept Art Post by: Kit Lightning on April 08, 2008, 10:41:45 AM netrom, check your PMs. done and thanks alotTitle: Re: Concept Art Post by: Kit Lightning on April 08, 2008, 10:47:03 AM Quick question about the Bear Hunter, what the heck is that pod on the side for? Dunno? Fuel maybe! I like the enclosed look (seen on the Golem)... Do you have a picture, please. p.s. thanks alot for the comments on my gears ... BIG ;D ! Title: Re: Concept Art Post by: Hellfire on April 09, 2008, 03:25:19 PM (http://img166.imageshack.us/img166/7105/biggolemxx4.jpg)
Title: Re: Concept Art Post by: Masakari on April 09, 2008, 03:53:04 PM Looks like it has a hard time moving
Title: Re: Concept Art Post by: Kit Lightning on April 10, 2008, 09:30:15 AM ... wow! thanks for the image Hellfire... a monumental elemental, erh golem ... pure game item! Looks like it has a hard time moving move... isn´t it just dropped on the front of the field and then ... just begins emtying the ammo crates ;D Title: Re: Concept Art Post by: AoM on April 12, 2008, 12:08:01 PM Sorry for the dust and blurriness.
(http://sleekupload.com/uploads/madcatbuildfront.jpg) (http://sleekupload.com/uploads/madcatbuildside1.jpg) (http://sleekupload.com/uploads/madcatbuildback.jpg) (http://sleekupload.com/uploads/madcatbuildside2.jpg) The split under the cockpit and on the arms are just due to the model (not supposed to be there) (http://sleekupload.com/uploads/jupiterbuildfront.jpg) (http://sleekupload.com/uploads/jupiterbuildside1.jpg) (http://sleekupload.com/uploads/jupiterbuildback.jpg) (http://sleekupload.com/uploads/jupiterbuildside2.jpg) Title: Re: Concept Art Post by: Masakari on April 12, 2008, 12:48:38 PM I have both of those also ^^
:) Title: Re: Concept Art Post by: KitLightning on April 16, 2008, 10:27:35 AM you do ??? no I dont believe it ... not a real one ???
Title: Re: Concept Art Post by: MWLLKeeper on April 16, 2008, 02:49:34 PM My other car is military grade weaponry?
Title: Re: Concept Art Post by: PanzerBoxb on April 16, 2008, 02:56:58 PM If I had an obscene amount of money I would definitely have my very own tank. :D
Title: Re: Concept Art Post by: Sturmadler on April 21, 2008, 05:32:14 PM they recently pulled a bunch out of the mud in Bulgeria. Shame that people sell parts of them for scrap metal :'(
Title: Re: Concept Art Post by: KitLightning on April 23, 2008, 09:36:39 AM money is money ... and people (obviously needs) money ...
Title: Re: Concept Art Post by: TheEnigma on April 23, 2008, 03:39:49 PM money is money ... and people (obviously needs) money ... Meh. History is invaluable, Money is temporary. Title: Re: Concept Art Post by: KitLightning on April 24, 2008, 08:41:28 AM Money is temporary, yes! and exists only in the human hemisphere. Thou money is an essential part of "making/creating (the) history (of mankind)", and that said people needs some form of valid currency to trade and exchange ideas and info, else history cannot be created.
In the above I used the word "money" in its widest possible sense, i.e. "money" is anything accepted as a valid source of trade! :o p.s. history cannot be appleid any value as money, etc., that only the one whom may acknowled its value will offer the currency, for all others, history is "just something that is left behind and (its original value is) often forgotten"! ;D Title: Re: Concept Art Post by: TheANIMAL on April 28, 2008, 04:53:52 AM I found this again, it was on a college computer acount...
Title: Re: Concept Art Post by: PanzerBoxb on April 28, 2008, 07:52:10 AM Ah really very nice, ANIMAL.
Title: Re: Concept Art Post by: KitLightning on April 28, 2008, 09:47:17 AM I found this again, it was on a college computer acount... now with palm-trees ... Title: Re: Concept Art Post by: TheANIMAL on April 29, 2008, 01:02:29 PM now with palm-trees ... To be fair i added those after i found my avatar again. :) Title: Re: Concept Art Post by: KitLightning on May 02, 2008, 07:56:12 AM a cool addition to the Mech..: ;D
Title: Re: Concept Art Post by: IgnisTemper on May 02, 2008, 09:26:11 AM The Avatar was a reversed engineered IS version of the vulture right? Or was it the mad cat?
Title: Re: Concept Art Post by: Spyro on May 04, 2008, 07:59:58 PM bring in the Jupiter!!!!
Title: Re: Concept Art Post by: Chaoswolf on May 04, 2008, 08:02:06 PM The Avatar was a reversed engineered IS version of the vulture right? Or was it the mad cat? The avatar was reversed from a supplied Vulture from the W-I-E (wolves in exile) Title: Re: Concept Art Post by: TheANIMAL on May 17, 2008, 10:14:51 AM (http://img166.imageshack.us/img166/7105/biggolemxx4.jpg) I'm going to have a crack at this golem-elemental-thing , see if i can get him to make sense. i wonder what the back end looks like... Title: Re: Concept Art Post by: Askis on May 17, 2008, 06:25:02 PM I just noticed...
Is that a tire between the legs? o_O ! CROTCH-RAAAAAAACER! (http://ugly.plzdiekthxbye.net/small/s000.gif) Title: Re: Concept Art Post by: TheANIMAL on May 18, 2008, 02:19:29 AM Lol, its for extra support if he ever falls on his knees.
Title: Re: Concept Art Post by: TheANIMAL on May 20, 2008, 03:34:24 PM A little more
Title: Re: Concept Art Post by: PanzerBoxb on May 21, 2008, 07:32:25 AM Looking sweet there, Animal.
Title: Re: Concept Art Post by: TheANIMAL on May 23, 2008, 06:34:59 AM I've had to make some changes, i still havent figured out what the back is going to look like.
Title: Re: Concept Art Post by: Cujo on May 23, 2008, 10:02:11 AM the back is probably vents for the Missile packs, if it has any extra ammo that would be the logical place for it, the ball like things on the lower back could be, and probably is the ammo feeds for the arm mounted weapons. I cannot seem to find the TRO so I dunno what it's loadout looks like and if it has jj's, they'd probably be in the back to with the weight of the missile racks it makes the most sense.
a touch of CC: the arms look a touch bare, maybe they're a little long(the underarmor covers up to the elbow so once you have that done take a look at length), but looks really good so far. If you can make the linkages for the claws a little beefier it would look a little better. keep doing what you're doing to make it look bear-ish, looks sweet. Just from the look of it, would be a good clan counter-part to the kanazuchi, more so than the gnome. Title: Re: Concept Art Post by: TheANIMAL on May 23, 2008, 10:24:48 AM Hmm, well i did originally think there would be an SRM setup on the back, but i cant figure out where exactly they'd fire from. The arm turrets look set for laser and machine gun setups, the cylinders at the top are setup up for, god knows what, more lasers probably.
Unless the missiles fire backwards or sideways, i don't think there is a missile setup. I was think more along the lines of having the jumpjets, the jumpjet fuel and the main generators, in a sort of backpack configuration. Looking like the guy is going camping. The claws i see littel use for, unless the main guns can be dropped they'd never be able to grab onto anything. Title: Re: Concept Art Post by: Cujo on May 23, 2008, 01:10:45 PM I think the claws are more utility. I just finished reading the Jade Falcon Trilogy, again, the elementals used their claws to do a wide range of things like holding cables for a bridge the engineers were building and they could zip-line across with them and grab onto mechs with them for transport or combat. The way it's situated on this BA I think it would be more for utility, I would think all the weapons are able to be dropped.
I'll show you here I think these are for the ammo for the autocannons, I can visualize the ammo belts twisting just beyond eyesight on the pic, would probably double the ammo. On the other hand if you say this thing has JJ, then it would probably need some good sized JJ's. Unfortunately I don't have many mini's and the only clan BA I have is the Gnome. I can't find any pics, if you could post the TRO if you have it, or if someone could so we can see how much space the JJs and autocannon ammo takes up as well as if the SRM packs are single shot or not. Without a pic of the mini most of this is speculation. (http://img55.imageshack.us/img55/9323/51468984sk5.jpg) Title: Re: Concept Art Post by: Askis on May 24, 2008, 04:55:52 AM Well, there are definitely some vents pointing upwards behind the missile pods and I agree with Cujo, that the round things could be where the ammo for the arm-mounted cannons is stored.
If this BA has JJs they are probably on the pack between those round thingies, but it's impossible to tell... Might do a little sketch later, what it could look like. Title: Re: Concept Art Post by: UBCS on May 24, 2008, 09:23:56 PM Hey guys. I would like to suggest all these looks:
Atlas new look. http://www.warrenborn.com/Unit.php?ID=WS107 (http://www.warrenborn.com/Unit.php?ID=WS107) http://www.warrenborn.com/Unit.php?ID=WS105 (http://www.warrenborn.com/Unit.php?ID=WS105) Daishi new look. http://www.warrenborn.com/Unit.php?ID=SOL028 (http://www.warrenborn.com/Unit.php?ID=SOL028) http://www.warrenborn.com/Unit.php?ID=SOL022 (http://www.warrenborn.com/Unit.php?ID=SOL022) Mad Cat Mark IV. http://www.warrenborn.com/Unit.php?ID=WS084 (http://www.warrenborn.com/Unit.php?ID=WS084) http://www.warrenborn.com/Unit.php?ID=BF018 (http://www.warrenborn.com/Unit.php?ID=BF018) Vulture Mark IV. http://www.warrenborn.com/Unit.php?ID=VG083 (http://www.warrenborn.com/Unit.php?ID=VG083) http://www.warrenborn.com/Unit.php?ID=VGOC2 (http://www.warrenborn.com/Unit.php?ID=VGOC2) http://www.warrenborn.com/Unit.php?ID=WS075 (http://www.warrenborn.com/Unit.php?ID=WS075) Jackalope. http://www.warrenborn.com/Unit.php?ID=DOM133 (http://www.warrenborn.com/Unit.php?ID=DOM133) http://www.warrenborn.com/Unit.php?ID=DOM082 (http://www.warrenborn.com/Unit.php?ID=DOM082) PS: All looks are the same... only different perspectives and colors. UBCS Title: Re: Concept Art Post by: Cujo on May 24, 2008, 10:27:16 PM To be honest, not a fan of especially the atlas mini there, the mk4's don't look too bad, but from a tactical standpoint those huge weapon housings are too big for the weapons they would have (difference between mk1, what they're putting in, and mk4, those mini's, is larger arm weapons apparently), they'd be alot easier to hit that way.
as far as mini's go, what I've noticed is that they made some good changes in some of the mini's, like the spider light mech, it looks alot better than the old TRO, the two mk4's look pretty nice, but the differences are in loadout and there really isn't a reason to have any larger weapon housings than they have. Title: Re: Concept Art Post by: UBCS on May 25, 2008, 08:37:28 AM Well in the Mad Cat Mk 4 those huge guns are PPC's... in the Vulture MK4 the right one is a PPC and the left one is a Gauss Rifle... =D
But I take your point! Although man, I like that Atlas... hahaha What you think of the Jackalope?? Title: Re: Concept Art Post by: Spyro on May 25, 2008, 12:07:01 PM it's a interesting mech, cool that it's in the air, I hadn't heard of it before, looks kinda cool though.
Title: Re: Concept Art Post by: UBCS on May 25, 2008, 02:15:53 PM yea... it's a light Mech.. although it's being featured in the air it doesn't fly... it's simply featuring one of its jumps...
I would like to see that one out. For more information on it, here goes official TRO for the Mech. Straight from WizKidz sites: http://www.wizkidsgames.com/mechwarrior/linknet/default.asp?a=40614 (http://www.wizkidsgames.com/mechwarrior/linknet/default.asp?a=40614) Catch you later UBCS Title: Re: Concept Art Post by: Seraph on May 26, 2008, 12:49:20 AM I agree cool design. Would love to see that one as an addition sometime later too :)
Title: Re: Concept Art Post by: overwatch on May 26, 2008, 03:31:51 AM @ Askis, Cujo, and Animal
The Golem battle armor has no jump jets. Those pods on the top are for an SRM 5, which can fire as many as 5 missiles in a salvo. It also has one full reload of 5 more missiles. It has a fast ground speed for assault battle armor, so those things on it's feet might actually be tires of some kind. Maybe it has a slight skating motion when it walks? Or perhaps it drives like a Segway? :) Anyway, I have the combat equipment book with all the specs if you want it. Unfortunately that is the only picture in there. Some one get a hold of Matt Plog and see and see what the rear end of this thing is supposed to look like. :) Excellent model so far! Title: Re: Concept Art Post by: Seraph on May 26, 2008, 03:43:42 AM Maybe it has a slight skating motion when it walks? Or perhaps it drives like a Segway? :) Haha ... Battle Armor on Inline Skates! You HAVE to add this one! lol ... :D Title: Re: Concept Art Post by: overwatch on May 26, 2008, 08:36:46 AM I'm not sure about the skate thing. But they sure do look like wheels to me. Here is the fluff snippet from Combat Equipment.
Quote In 3062, the Ghost Bear Clan, after having only recently moved wholesale into the Inner Sphere, found itself assailed on two fronts, with the Draconis Combine on one side and their traditional enemies, Clan Hell’s Horses—backed by Vlad Ward’s Crusader Wolves—on the other. In the heavy fighting on both fronts, Ghost Bear Elementals, though easily among the best of their kind, often came up short against the heavier battle armor fielded by their enemies, especially the Horses’ Gnome and the Combine Kanazuchi. After the war’s end, Ghost Bear scientists were charged with developing the Dominion’s own counter to these assault battlesuits, and eventually produced the Golem after a two-year battle armor development program. The result was nothing short of devastating. Weighing in at a hefty 2,000 kilograms, the Golem invests most of its mass in firepower and armor. Eschewing jump jets, but with a faster overland speed than the Kanazuchi, the Golem boasts a thicker hide,capable of shrugging off a direct hit from a Clan Heavy Laser, and even features flame-resistant insulation to foil inferno munitions and flamers. Its armament is equally impressive, centered on a detachable improved SRM 5-rack and two Ghost Bear equivalents of the Hell’s Horses’ “Bearhunter” super heavy portable autocannons(one in each arm). Fortunately for the Inner Sphere, the Ghost Bears have been slow to mass-produce the Golem. To date, only a trickle of the new battlesuits has appeared among the Dominion’s more elite troops. Some of these have even been spotted with the First Rasalhague Bears,where they are apparently commanded by ethnic Rasalhagians. What follows that is rules stuff both Mechwarrior and CBT. Title: Re: Concept Art Post by: Cujo on May 26, 2008, 10:47:57 PM sweet, yea I was wondering if it did have jj's because it's rather large. How much ammo does it have for it's autocannons or doesn't it say? Because the spheres that I circled could very well be for ammo. that also means the back needs a method to store and reload extra missiles.
Title: Re: Concept Art Post by: KitLightning on May 27, 2008, 09:12:21 AM I've had to make some changes, i still havent figured out what the back is going to look like. my little toy ... (the batllesuit) compared to this my bsuit looks rather dull... it looks really promising Aniamal ... keep the steam up Title: Re: Concept Art Post by: overwatch on May 27, 2008, 03:57:17 PM @ kidlightning
Say what you will about your battlesuit looking "rather dull", but those sketches are brilliant. And it gives a very solid impression of what the profile of the suit looks like. You are quite the artist. @cujo According to the RPG rules, each bear hunter has enough ammo for "20 bursts". Typical modern bursts are 3 rounds each. Which would make a burst from a triple barrel gun 9 rounds. So that means you would need to store at least 180 rounds of ammo per gun. Also, the pods need only contain five additional missiles total, after which point the whole assembly can be jettisoned. Here are the RPG rules for the Golem. Quote CBT: RPG RULES Golem battle armor mounts one 20-burst "Bearhunter" ultra-heavy autocannon (see p. XX) in each arm, and a detachable advanced SRM-5 in the torso with 10 missiles, up to 5 of which may be fired in a turn (the launcher reduces by 1 all TN modifiers for range, visibility, and target size-to a minimum of zero-and adds +1 to the wearer's RFL and movement rates when jettisoned). The suit uses basic manipulators, and so may not employ conventional infantry weapons. Its fire-resistant armor gives the Golem an effective AV of 10 against fire and fire-based attacks. As a Clan design, the Golem also features a HarJel auto-repair system. @animal Please keep the model coming! It's filled with Ghost Berry Goodness! Title: Re: Concept Art Post by: Cujo on May 27, 2008, 06:27:39 PM @cujo According to the RPG rules, each bear hunter has enough ammo for "20 bursts". Typical modern bursts are 3 rounds each. Which would make a burst from a triple barrel gun 9 rounds. So that means you would need to store at least 180 rounds of ammo per gun. Also, the pods need only contain five additional missiles total, after which point the whole assembly can be jettisoned. Here are the RPG rules for the Golem. Quote CBT: RPG RULES Golem battle armor mounts one 20-burst "Bearhunter" ultra-heavy autocannon (see p. XX) in each arm, and a detachable advanced SRM-5 in the torso with 10 missiles, up to 5 of which may be fired in a turn (the launcher reduces by 1 all TN modifiers for range, visibility, and target size-to a minimum of zero-and adds +1 to the wearer's RFL and movement rates when jettisoned). The suit uses basic manipulators, and so may not employ conventional infantry weapons. Its fire-resistant armor gives the Golem an effective AV of 10 against fire and fire-based attacks. As a Clan design, the Golem also features a HarJel auto-repair system. @animal Please keep the model coming! It's filled with Ghost Berry Goodness! So basically it is very possible if not probable it has rear ammo canisters for the auto cannons. Title: Re: Concept Art Post by: Spyro on May 27, 2008, 07:26:53 PM *groans* I think we are nearing the first unveiling of my Gnome...Cujo doesn't want me to post anything till its basically done...its getting there...making slight corrections a graphic error or two, and some more detail...however yes there was a larger point to this post...I can only find 1 TRO along with my Dark Ages miniature gnome (TRO as seen on chaosmarch.com), does anyone have another or know where one is of the gnome?
Title: Re: Concept Art Post by: Seraph on May 28, 2008, 12:22:41 AM Since you guys are working so hard on those things one question to the devs: Later on in MWLL after releases, will the community be able to add 'mechs and maps to the game? I would love to see the community being able to add to the MWLL universe.
Title: Re: Concept Art Post by: ToeBall on May 28, 2008, 12:27:27 AM Of course. Download the SDK, fire up the editor or 3ds max and get to it.
Title: Re: Concept Art Post by: Seraph on May 28, 2008, 12:37:58 AM Of course. Download the SDK, fire up the editor or 3ds max and get to it. I wasn't thinking so much about myself .. just in general if we can see some custom made units in the game! :D My skills are more than noobish if any at all. So I leave that to those people in here to give me some nice stuff to drool about :D Title: Re: Concept Art Post by: overwatch on May 28, 2008, 06:25:34 AM Spyro,
That is the image from Crusader Clans pages 181-183. That is the only TRO I know of for the gnome. I have the full sized image of that picture, and the writeup from Crusader Clans if you want it. Edit: Spyro, check your PM Title: Re: Concept Art Post by: KitLightning on June 02, 2008, 10:24:22 AM @ kidlightning Say what you will about your battlesuit looking "rather dull", but those sketches are brilliant. And it gives a very solid impression of what the profile of the suit looks like. You are quite the artist. thanks buddy ... BIG [grim] SMILE on my face ... p.s. look at MekTek and Deviant too... http://www.wizkidsgames.com/mechwarrior/linknet/default.asp?a=40614 (http://www.wizkidsgames.com/mechwarrior/linknet/default.asp?a=40614) thanks for a little cool link ;) Title: Re: Concept Art Post by: TheANIMAL on June 03, 2008, 11:20:32 AM I've had to make some changes, i still havent figured out what the back is going to look like. my little toy ... (the batllesuit) compared to this my bsuit looks rather dull... it looks really promising Aniamal ... keep the steam up Those pencil sketches you drew are really great! I am fairly certain however the ball at the back is a sphere of fuel or something, and not a giant cylinder. To everyone else: I've been working on a federation starship recently, plus i've had lots of college coursework to do so my progres has been borderline non-existant as of late. Title: Re: Concept Art Post by: TheANIMAL on June 03, 2008, 02:42:26 PM Small details added, mostly things which i'd been wondering how they could look good yet still fuction at the same time. Fingers are a bit thincker now.
Title: Re: Concept Art Post by: TheANIMAL on June 03, 2008, 04:45:06 PM We have UV's!
Title: Re: Concept Art Post by: KitLightning on June 04, 2008, 10:50:42 AM I've had to make some changes, i still havent figured out what the back is going to look like. my little toy ... (the batllesuit) compared to this my bsuit looks rather dull... it looks really promising Aniamal ... keep the steam up Those pencil sketches you drew are really great! I am fairly certain however the ball at the back is a sphere of fuel or something, and not a giant cylinder. To everyone else: I've been working on a federation starship recently, plus i've had lots of college coursework to do so my progres has been borderline non-existant as of late. thanks alot buddy :) :o omg! you wouldnt dare lending me your uvw-map! pff guess not! this looks to cool... mayor thumbs up! [while bowing to my superior 3d modeller] Title: Re: Concept Art Post by: KitLightning on June 06, 2008, 08:43:04 AM so here something to shoot after in the weekend!
enjoy! [disregard any artifacts please!] [edit: this should have been posted http://www.mechlivinglegends.net/forum/index.php/topic,2004.0.html instead (sorry!)] Title: Re: Concept Art Post by: TheANIMAL on June 07, 2008, 03:14:29 AM Killer crotch turret!
Title: Re: Concept Art Post by: Spyro on June 07, 2008, 10:08:42 AM that has to be distracting for female warriors...
Title: Re: Concept Art Post by: TheANIMAL on June 07, 2008, 01:26:17 PM (http://img390.imageshack.us/img390/2825/0001ac5.jpg)
Title: Re: Concept Art Post by: overwatch on June 08, 2008, 06:54:30 PM Really coming together Animal. Some one in Clan Ghost Bear should give you a bloodname.
Title: Re: Concept Art Post by: KitLightning on June 12, 2008, 09:02:27 AM Now thats how a Battlesuit should look like ... heave´n´sweaty!
p.s. I forgot to say that you (TheANIMAL) are very habile/good at making concept sketches come alive in 3D. ;) p.p.s. Your bloodname should be KillerEye, or for the religious ones, RightHandOfGod 8) Title: Re: Concept Art Post by: KitLightning on June 12, 2008, 09:10:00 AM Killer crotch turret! yaps! hope it dons´t gets itchy down there... that has to be distracting for female warriors... distracting for the few female species that there is in the CBT? I dont think so ... not with this model ... but bent it/them a little and ... [cut it ... k!] oups double post ... where ... here? Title: Re: Concept Art Post by: TheANIMAL on June 14, 2008, 11:04:47 AM I've done some basic mock ups of how the backpack works and it turns out that that the SRM5 launcher with 10 spare SRM's works perfectly, and fits perfectly into the sort sizes the Golem elemental is supposed to be. Its even got room to rotate and manuver the rockets from the backpack into the launcher.
Quite why the illustration has the actual rocket launching tubes look as they do i have no idea. Perhaps the door of the launching tube a 2 part hatch that is forced open when the missile leaved the launcher, i dont know. Really coming together Animal. Some one in Clan Ghost Bear should give you a bloodname. Thanks, my name would be "Animal", i can't think where i get my inspiration from sometimes. Title: Re: Concept Art Post by: PanzerBoxb on June 16, 2008, 07:48:01 AM Quite why the illustration has the actual rocket launching tubes look as they do i have no idea. Perhaps the door of the launching tube a 2 part hatch that is forced open when the missile leaved the launcher, i dont know. Every time I have seen a similar setup the doors either split and separate for multi-shot configurations or simply shred apart for a single shot salvo. You wouldn't want an explosive warhead just sitting exposed now would you? ;D Title: Re: Concept Art Post by: KitLightning on June 17, 2008, 05:54:42 AM dos´nt the "doors/hatches" to the missiles not pop-off, just before the missiles is launced! And that only a succesfull detachment of the hatch allows the missile to be launched!
Title: Re: Concept Art Post by: Cujo on June 17, 2008, 02:54:27 PM yea, take a look at some modern missile launchers (large scale launchers) and figure these may also in some cases work like submarine missile launchers. That and for ease in loading into launchers the missiles are probably housed in a kind of cocoon like compartment. Sort of like shoulder fired missiles that are housed in a tube. So think of them more as caps, they cover the launchers and are expendable, with only 2 salvos it wouldn't be worth it to add in motors and housing for doors.
Title: Re: Concept Art Post by: TheANIMAL on June 17, 2008, 02:58:49 PM Thanks for the feedback guys, well i've learnt a few new things about rocket launching weaponry, not that it affected the model particularly, but atleast i understand it now.
The modelling is done! And the knee works to! Title: Re: Concept Art Post by: PanzerBoxb on June 17, 2008, 03:07:00 PM Hoooooolyyy.... :o
Title: Re: Concept Art Post by: overwatch on June 17, 2008, 03:53:15 PM WOW... Animal, you have done us all proud. If I could buy you a beer, I would. Brilliantly done!
Title: Re: Concept Art Post by: Seraph on June 17, 2008, 03:53:48 PM OMG !!! You rock man .....
Title: Re: Concept Art Post by: Defender on June 17, 2008, 04:02:41 PM Excellent work good sir.
Title: Re: Concept Art Post by: TheANIMAL on June 17, 2008, 04:23:20 PM :D thanks guys, i wouldn't do it if i didn't love doing it. Wish i had more time for this sort of thing.
Title: Re: Concept Art Post by: Cujo on June 18, 2008, 09:13:22 AM sweet, gj
Title: Re: Concept Art Post by: KitLightning on June 18, 2008, 10:58:33 AM :o :o :o Holy Mother of Mecha! :o :o :o
You do know you make my nights sleepless, just thinking what the next item from you, might be, sir! This actually beats another gallery, or atleast it bits its tail. Title: Re: Concept Art Post by: MWLLKeeper on June 19, 2008, 01:33:02 PM Nice looking. I'm curious, how many polys?
Title: Re: Concept Art Post by: ToeBall on June 19, 2008, 01:38:49 PM It's models like these that make me want to go out and build a RepRap and make/paint plastic versions. Problem is. apart from a couple on my desk/shelf what would I do with 'em?
Title: Re: Concept Art Post by: overwatch on June 19, 2008, 09:12:22 PM Quote It's models like these that make me want to go out and build a RepRap and make/paint plastic versions. RepRap and battletech minis. Surely that's a better combination than chocolate and peanut butter. I'd love to see one of those in local hobby shops, printing whatever fig you wanted, or had designed on demand. Unseen 'Mechs anyone? Title: Re: Concept Art Post by: Cujo on June 19, 2008, 11:48:45 PM wish I had a rapid-prototyper.
I suppose I could spend hours while at school doing a mech/BA/whatever in our engineering cad, then buy the materials and mill it out and such, would probably have to be like part by part, limb by limb. But I bet with the proper amount of work and luck I could do it, but I'm lazy and probably won't :P. Although it wouldn't be a bad project to do to learn how to machine better, although I think nothing can trump a guy I know who's building a small jet engine to learn to machine better (think it runs on kerosene but don't quote me, it's cool though). Title: Re: Concept Art Post by: ToeBall on June 20, 2008, 01:56:16 AM Minis!?! The RepRap has a minimum resolution of 2mm. I'd make 'em like a foot tall!
Cujo, email me max files and I'll get 'em back to you in whatever CAD you prefer. I cut my teeth, so to speek, in CAD use Solidworks, which is probably why I have so much trouble with 3DS. Don't think the right way. Interesting idea about machining them though. A frient of mine with a heavy machine shop is planning on a CNC mill and lathe in the next year... perhaps aluminum instead of plastic? Much more expensive material but mabey polish them out instead of painting? Title: Re: Concept Art Post by: overwatch on June 20, 2008, 07:35:19 AM Quote Minis!?! The RepRap has a minimum resolution of 2mm. I'd make 'em like a foot tall! A self replicating prototyping machine that spits out foot tall Elementals! Toeball, now I'm going to have to change my World Domination Strategy. ;D I'll be sure to thank you publicly once it's all over. Title: Re: Concept Art Post by: Cujo on June 23, 2008, 02:30:34 PM I was thinking about breaking it up into easily machinable parts then start with some prototyping material that I should be able to get ample supply of cheaply, before I find like scraps or buy some aluminum to do a full finished model. Basically I think it's actually some sort of foam or what not that we use to test our machine paths and such before we toss in our finished material.
I may take you up on that, it will probably take me awhile to generate working tool paths, but a good learning experience. I should be able to somehow get a model to a max file. It will be very interesting to see how this works. It will be a little bit before I can get you a model that I'd want into a cad file, but I don't have access to the CAD or the machines until I go back up to school. But I'll probably break it down into part files that I can assemble, that would be the easiest way to get it down to the easiest machinable parts. My school uses UGNX last I knew it was NX3 but not sure if they've updated, I'll probably get back to you in august around when I go back. I still need to get the "official" training on the CNC mill and lathe in the machine shop, but this will play nicely into that if I can learn with it. But the whole machining thing is something that I need to work on, so I may do a couple models, so long as I don't forget. Once we get that far I'll be sure to post lots of pictures. Title: Re: Concept Art Post by: PanzerBoxb on June 23, 2008, 02:51:51 PM If you could only machine one thing it would have to be that claw. ;D
Title: Re: Concept Art Post by: Cujo on June 23, 2008, 07:07:36 PM I was actually thinking about making just the claw as well, it would be quite the challenge
Title: Re: Concept Art Post by: Afrothunda on July 02, 2008, 01:18:32 AM Great work on your part JT. there should be a JT kirk mech named after you, wow what a long topic. hmm, I wish I had that program to make mechs :-[
Title: Re: Concept Art Post by: TheANIMAL on July 05, 2008, 02:12:05 AM There are many programs for 3d modelling.
Autodesk Maya, Autodesk 3ds Max, Modo, Cinema 4d, Lightwave, SOftimageXSI, Silo, Zbrush (this is for organic modelling really), pmG messiah, Rhinoceros, Mudbox, Wings 3d. Hell even google scetchup would probably work, although its a bit basic. Title: Re: Concept Art Post by: TheANIMAL on July 06, 2008, 01:01:35 PM My new sig, i used the silhouettes of the MWLL renders for this :P. Hope you like.
Title: Re: Concept Art Post by: xKamikazex on July 14, 2008, 10:14:57 AM ^^^ Now that I like :).
Title: Re: Concept Art Post by: KitLightning on August 02, 2008, 06:49:41 AM Omnis Omnis Omnis
If you haven´t found this page yet! take a little moment and look here (http://www.thudgun.com/BTech/Omnis.html) (I know it´s old news) sporting a naked and prime version of these critters... the Daishi is the most intersting one! Title: Re: Concept Art Post by: Skydance on September 14, 2008, 04:22:31 AM Ugh.
Some of the Battletech art for the Clan mechs is really bad. It's weird comparing the Mad Cat Mk2 with something like the Gargoyle. Title: Re: Concept Art Post by: TheANIMAL on September 14, 2008, 01:20:24 PM I was playing with blender, and i found it was pretty easy to make this crytek style hexagon wallpaper. It turned out better than i was expecting.
(http://c.imagehost.org/dl/ee20dcc7b5a8809cbe1454b9e0616844/48cd6406/0941/Desk.png) Title: Re: Concept Art Post by: Spyro on September 24, 2008, 08:57:58 PM I <3 loki and Storm Crow
Title: Re: Concept Art Post by: |TG-13th|Birdie on October 08, 2008, 09:34:59 AM You guys are amazing..I wish I had some talent to do that..
I would give a nut almost to just find more of the little die-cast figures! Title: Re: Concept Art Post by: ToeBall on October 08, 2008, 09:44:17 AM Animal, can you rar up and send me the max file from the Gnome. Just got a new toy at work (http://www.romaxxcnc.com/ (http://www.romaxxcnc.com/)) and I wanna try making one in aluminum.
Title: Re: Concept Art Post by: Perigren on October 08, 2008, 10:29:51 AM what is that,a cnc router?
Title: Re: Concept Art Post by: ToeBall on October 08, 2008, 10:52:51 AM yes, cnc router/mill
Title: Re: Concept Art Post by: Cujo on October 08, 2008, 03:53:40 PM that's seriously a cnc mill? That is the oddest looking cnc mill I've seen. Looked more like one of those laser cutters at first glance. you use it for longer pieces? I just can't see how you'd clamp down a smaller piece.
(CNC=computer numerical controlled, basically it means that the computer controls the tool and that assembly by using a coordinate system) Title: Re: Concept Art Post by: PanzerBoxb on October 08, 2008, 04:04:11 PM I would not classify that as a mill. It is very much like the PlasmaCam that my brother-in-law has in his shop. Toe, you going to cut the individual parts out and assemble it?
Title: Re: Concept Art Post by: ToeBall on October 08, 2008, 04:12:42 PM We replaced the bed with a vice. It uses a clamp and can hold various tools. We've already milled aluminum cases with it quite well, so it should work. Actually, I'm planning on milling out a receiver for an STI like 1911 on it one of these weekends. We'll see how it does with 4140.
Title: Re: Concept Art Post by: Cujo on October 08, 2008, 04:28:44 PM We replaced the bed with a vice. ah, that makes sense.Title: Re: Concept Art Post by: TheANIMAL on October 10, 2008, 07:43:11 AM Toeball, sure i send it in an appropriate format, keep an eye on your PM's.
Title: Re: Concept Art Post by: KitLightning on October 10, 2008, 08:57:29 AM me to, me to [starts jumping crasy, removing the ceiling´s paint, bit by bit]
Title: Re: Concept Art Post by: TheANIMAL on October 11, 2008, 10:17:57 AM Well alright, i'll post the blend, so that anyone can look at it in blender, and probably an .obj or soemthing similar for Toeball, i havent got round to it because i've had other things to do (like work) and i've been working on something much, much bigger.
Title: Re: Concept Art Post by: ToeBall on October 11, 2008, 04:18:21 PM No problem... I've been busy as well.
Title: Re: Concept Art Post by: Hellfire on October 12, 2008, 05:49:50 PM I would give a nut almost to just find more of the little die-cast figures! Saw the cover of RS: 3058 Upgrades (http://www.battlecorps.com/catalog/popup_image.php?pID=1793) the other day and thought of this thread. Title: Re: Concept Art Post by: TheANIMAL on October 14, 2008, 05:32:26 AM I hope max can import lightwave objects, exporting to .obj and .3ds from blender didn't seem to work properly. This is just the mesh of the golem.
The .lwo can be found here: http://www.2shared.com/file/4092010/61a5808f/Golem-elemental-mech.html The .blend with everything plus my crappy lightsetup+material can be found here: http://www.2shared.com/file/4092034/54fe2614/Golem_Elemental_Mech.html Title: Re: Concept Art Post by: xKamikazex on October 14, 2008, 11:14:25 AM Although his polycount is pretty ridiculous for in game, his highpoly sure looks good in engine ;).
Title: Re: Concept Art Post by: Cujo on October 14, 2008, 01:36:59 PM you've kinda piqued my interested here. I dunno if you would call the kana the IS counterpart to the golem(they are probably of similar firepower), but I'm wondering if you'd wanna take a look at it as well if I sent you a .3ds. I could be easily persuaded to drop it to a low poly and fix any issues with it.
Title: Re: Concept Art Post by: KitLightning on October 14, 2008, 02:50:04 PM They look so darn cute... texture that beast of a Golem, for the love of Mecha!
Thanks for the files Animal, but Max cannot import those files :[ Thou the image above is from Max? Are the Golem implemented into MWLL Kamikaze, it is not listed in the factions rooster. Or is it just for a little showcasing here :D (love it btw) [edit: disregard the above second line, plz. Got a blender) Title: Re: Concept Art Post by: Cujo on October 14, 2008, 02:59:19 PM could use it and something like the kana(which is wicked slow though), something big IS side for an assault or heavy class of battlearmor, an upgrade from the longinus and elemental, for those who would rather play infantry.
Title: Re: Concept Art Post by: KitLightning on October 14, 2008, 03:44:02 PM The (IS) Kanazuchi is a powerbeast, able to be upgraded with support PPC´s. Knocks any other BA to the side. The (Clanners) Undine and Salamander is midgets in comparison, the only to match it is the Gnome (when loaded with its wonderful 2xBearhunter).
We are a few, who would wish for at least one more BA unit in the game, that it is the unit(s) that will be played the most (I think aloud). Animal the files are corrupt (somehow), sorry to say it! The image´s below is the Blender file and the exported .obj in Max. Is it because you have built one side first, and then "clued" it toghether? The SRM launchers are "blown up" too? Thanks for the files thou, I like it very much ;) And I will use it as refs for my (now old and hence scrapped) Golem model. [edit: someone forgot the images] Title: Re: Concept Art Post by: TheANIMAL on October 14, 2008, 05:03:12 PM Yea, i've found problems with the exporter, to both a .obj and a .3ds. The problem is not with the file otherwise it would not show up in blender in the first place, the problem appears to be with blender itself :(, 2.47 is quite buggy.
Edit: Talk of the devil 2.48 has just been released. And lol kamikaze, yea, it wasn't really designed to be game worthy. :D Title: Re: Concept Art Post by: xKamikazex on October 14, 2008, 08:45:06 PM Animal - LOL, not to worry bud. I was just curious to see how it looks in game and thought you'd like to see it too :). As a .lwo I just use Deep Exploration to open it and resave as a Max scene and it worked out perfectly.
Cujo - If you're willing to put up the Kanazuchi I'd be happy to put him in game to just to compare :). Just making it a lower poly object makes it easier to export and import into engine. KitLightning - No, this was just placed in as a geom object so he doesn't move or anything. I was just curious to see it next to our creation. Title: Re: Concept Art Post by: KitLightning on October 15, 2008, 01:25:44 PM And it looks damn nifty besides it ;)
Title: Re: Concept Art Post by: xNeoThoRx on October 15, 2008, 09:39:31 PM "a model at home, etc. Take a picture of it and post it here" lol be careful what you ask for................. (http://i30.photobucket.com/albums/c303/elninjo69/puma7.jpg) God i love the puma. I want one. Title: Re: Concept Art Post by: Skunker on October 23, 2008, 09:05:15 PM Yeah just like I want the hellbringer...hahahaha.
Better start selling them JT! Title: Re: Concept Art Post by: TheANIMAL on December 18, 2008, 05:25:34 PM Yet another little project i am working on between college work, job work and my other modelling projects, its just so much fun to model like this...
(http://img369.imageshack.us/img369/3871/legsmj9.png) More time was spent on perfecting my material render setup for a semi GI look with good speed than was actually spent on the modeling. Only 250,000 poly's at the moment, and just a 4 minute render time (no raytracing). Title: Re: Concept Art Post by: Stahlseele on December 18, 2008, 05:53:17 PM still looking mighty sharp . . i don't know why everything has to be high poly as of today . . especially vehicles that usually consist of few round things and more blocky parts . .
Title: Re: Concept Art Post by: TheANIMAL on December 18, 2008, 05:59:31 PM Yeah, those shin shock absorbers are supposed to be round, but i couldn't find a way to do then without it looking completely stupid. There are other round parts aswell that i have yet to model.
All in all this could have been alot sharper and more detailed, actually but i held back a bit. ;) Dont forget that you need a lot of polygons to give the illusion of curves. This is reasonably accurate to some Daishi blueprints. Title: Re: Concept Art Post by: PanzerBoxb on December 18, 2008, 06:12:20 PM Looks fan-frickin-tastic to me, Animal. Maybe sometime this century I'll finally get my plate clear and can get back into my artwork. Maybe.
Title: Re: Concept Art Post by: TheANIMAL on December 20, 2008, 08:50:19 PM A little bit more...
(http://img75.imageshack.us/img75/9444/0004xx7.png) Title: Re: Concept Art Post by: BlueOrb on December 20, 2008, 09:59:13 PM Just saw this thread....here are some model pics. I also have a Jupiter but cant find the pics atm lol.
(http://i133.photobucket.com/albums/q62/KhanBlue/P3077402.jpg) (http://i133.photobucket.com/albums/q62/KhanBlue/P3077326.jpg) (http://i133.photobucket.com/albums/q62/KhanBlue/P3077312.jpg) (http://i133.photobucket.com/albums/q62/KhanBlue/P3077283.jpg) (http://i133.photobucket.com/albums/q62/KhanBlue/P3077191.jpg) (http://i133.photobucket.com/albums/q62/KhanBlue/P3077182.jpg) Title: Re: Concept Art Post by: PanzerBoxb on December 20, 2008, 10:16:42 PM Hahahahahaha! I still have my vinyle Madcat kit around here somewhere. Mostly built. Sort of. Feet are a pain. Been sitting idle for probably 7-8 years.
ANIMAL, looking mighty tasty there, bud. Title: Re: Concept Art Post by: KitLightning on December 21, 2008, 04:26:34 AM Looks fan-frickin-tastic to me, Animal. Maybe sometime this century I'll finally get my plate clear and can get back into my artwork. Maybe. got anything to post ;) plz share :P A little bit more... just a little bit more ... nice Blender model Animal, it´s looking to be a tro-tastic 100tonner hugging mech. Title: Re: Concept Art Post by: xKamikazex on December 23, 2008, 01:30:16 AM Hey, that Daishi's looking pretty bad ass! Anymore progress done on it?
Title: Re: Concept Art Post by: TheANIMAL on December 23, 2008, 11:48:56 AM I wander what these two fellows are doing? 8)
(http://img149.imageshack.us/img149/5988/0004gg9.png) An important question to you all: Will cherry pickers of the 31st centuary be on wheels or legs? Title: Re: Concept Art Post by: PanzerBoxb on December 23, 2008, 12:02:18 PM An important question to you all: Will cherry pickers of the 31st centuary be on wheels or legs? Neither. Anti-grav. Looking good. Title: Re: Concept Art Post by: Spock on December 23, 2008, 08:14:41 PM Easy....pumping up the tires
Title: Re: Concept Art Post by: KitLightning on December 24, 2008, 07:33:41 AM I wander what these two fellows are doing? 8) Easy....pumping up the tires Gee it´s an inflatable Daishi :P Nice poly-work Animal ;D Title: Re: Concept Art Post by: TheANIMAL on December 27, 2008, 07:50:33 AM Getting closer...
(http://img135.imageshack.us/img135/3548/0005hj4.png) Title: Re: Concept Art Post by: KitLightning on December 27, 2008, 09:40:05 AM :o what beast is being born in the background! not an Uziel is it.
p.s. were did you get those small workers I can use ´em too Title: Re: Concept Art Post by: TheANIMAL on December 27, 2008, 09:52:56 AM The mech in the back is my old avatar model you can find earlier in this thread. The workers i made myself one afternoon. They are really low poly, i didn't even bother rigging them because they can be manipluated manually.
The car i think needs some more attention. Title: Re: Concept Art Post by: KitLightning on December 27, 2008, 10:00:10 AM the workers gives the scene a much better feel ;D
Title: Re: Concept Art Post by: Stahlseele on December 27, 2008, 10:23:57 AM that lift thing looks silly O.o
Title: Re: Concept Art Post by: PanzerBoxb on December 27, 2008, 12:30:09 PM Coming along quite nicely, ANIMAL.
Title: Re: Concept Art Post by: TheANIMAL on December 28, 2008, 07:37:40 AM Final render for the time being should be a bigger version of this...
Title: Re: Concept Art Post by: PanzerBoxb on December 28, 2008, 07:57:08 AM Too small to oogle properly but it looks gooood. :D
Title: Re: Concept Art Post by: Y05H1 on December 28, 2008, 08:35:52 AM That daishi looks like a beast. Just one thing though, with that mane *not sure what else to call it* going around the top of the torso, how does the pilot eject? :P
Title: Re: Concept Art Post by: Stahlseele on December 28, 2008, 08:39:39 AM left arm, especially the weapon-barrels,looks wrong somehow . . as if they would be firing away from each other, not in a pair of parallel lines @.@
as for the ejevt:"CLANNERS DON'T!" ISers will have built in an automatic torso tilt back so you can eject from the glassy part i guess *g* Title: Re: Concept Art Post by: KitLightning on December 28, 2008, 09:25:16 AM Final render for the time being should be a bigger version of this... Yes bigger render. And shift the arms a little towards the torso. It´s a freaking monster Dude! Title: Re: Concept Art Post by: Spock on December 29, 2008, 04:47:09 PM Looking good, especially for an inflatable mech. But great for weight saving.
Title: Re: Concept Art Post by: Nick on December 29, 2008, 05:14:30 PM Looking good, especially for an inflatable mech. Won't look good when you get poked by a SuperNeedleMechThatIsSuperUberDestructive. ;) Title: Re: Concept Art Post by: TheANIMAL on January 01, 2009, 06:42:10 PM Ah harrrgh!! I decieded to go in a totally new direction.
(http://img233.imageshack.us/img233/7417/daishioutdoorsea4.th.png) (http://img233.imageshack.us/img233/7417/daishioutdoorsea4.png) Title: Re: Concept Art Post by: KitLightning on January 01, 2009, 07:22:02 PM crystal clear render :P
this image reminds me of the 70´ psychedelic artist Moebius in his earlier arts. Title: Re: Concept Art Post by: PanzerBoxb on January 01, 2009, 08:42:26 PM Ah harrrgh!! I decieded to go in a totally new direction. I did not realize "farking cool" was a direction. Title: Re: Concept Art Post by: ToeBall on January 01, 2009, 10:27:06 PM Not bad, but you need to texture/material your model still.
Title: Re: Concept Art Post by: KitLightning on January 02, 2009, 04:38:21 PM mhmm the texture is the best part ::) (but it does has a .mtl on it now doesn't it)
Title: Re: Concept Art Post by: TheANIMAL on January 03, 2009, 08:47:57 AM Procedural texture is the technical term for what i use. This is a finnished Daishi, in what i like to call a "snow wasp" paint job. I've seen a couple of more detailed modells on the web, but obviously i like this one more.
Daishi, Daishi, Daishi, Daishi, Daishi, Daishi, Daishi, Daishi, Daishi. Hopefully if i use the word Daishi enough then this will go closer to the top of the google image search. Title: Re: Concept Art Post by: Nick on January 03, 2009, 11:38:31 AM Ah harrrgh!! I decieded to go in a totally new direction. (http://img233.imageshack.us/img233/7417/daishioutdoorsea4.th.png) (http://img233.imageshack.us/img233/7417/daishioutdoorsea4.png) I'm interested in a career with game developing, but as of this moment, I'm like a fish in a desert, I am pretty clueless. How did/what program did you use to make that Daishi model? Not Crysis Sandbox2, right? Title: Re: Concept Art Post by: KitLightning on January 03, 2009, 02:39:43 PM The schematics used for the Daishi, is it from ppc.warhawkenterprises.com
Title: Re: Concept Art Post by: TheANIMAL on January 03, 2009, 02:43:43 PM Yes that does look very similar, except for the fact that the ones i used were just black outlines on a plane white background. The shape is identical though, i had a side schematic aswell so i rekon the site in your link is a clearer copy.
Title: Re: Concept Art Post by: Neolight on January 03, 2009, 05:17:09 PM Ah harrrgh!! I decieded to go in a totally new direction. (http://img233.imageshack.us/img233/7417/daishioutdoorsea4.th.png) (http://img233.imageshack.us/img233/7417/daishioutdoorsea4.png) I'm interested in a career with game developing, but as of this moment, I'm like a fish in a desert, I am pretty clueless. How did/what program did you use to make that Daishi model? Not Crysis Sandbox2, right? Nick, most likely modeled in Maya or 3D studio max. Title: Re: Concept Art Post by: Nick on January 03, 2009, 05:42:51 PM Ah harrrgh!! I decieded to go in a totally new direction. (http://img233.imageshack.us/img233/7417/daishioutdoorsea4.th.png) (http://img233.imageshack.us/img233/7417/daishioutdoorsea4.png) I'm interested in a career with game developing, but as of this moment, I'm like a fish in a desert, I am pretty clueless. How did/what program did you use to make that Daishi model? Not Crysis Sandbox2, right? Nick, most likely modeled in Maya or 3D studio max. Ok, thanks! Title: Re: Concept Art Post by: TheANIMAL on January 03, 2009, 06:14:26 PM Nick, most likely modeled in Maya or 3D studio max. Wrong!! Just Blender for me. Title: Re: Concept Art Post by: Nick on January 03, 2009, 06:19:24 PM Nick, most likely modeled in Maya or 3D studio max. Wrong!! Just Blender for me. Whooaaa, huge difference in file size. Download Blender now. :) Was downloading 3D Studio Max TRIAL, which is 909MB. Epiccc. Title: Re: Concept Art Post by: KitLightning on January 03, 2009, 06:24:34 PM Arg I was commenting on it Animal :D
Someone disturbed me on MSN :D Blender is a fabulous piece of codes :o Title: Re: Concept Art Post by: Nick on January 03, 2009, 06:26:26 PM Blender is a fabulous piece of codes :o Only fabulous if you know how to use it. >.< Going to YouTube to find out, haha. Title: Re: Concept Art Post by: AoP on January 03, 2009, 06:44:44 PM Blender is a fabulous piece of codes :o Only fabulous if you know how to use it. >.< None of these programs is actually easy to use, they all require lots of practise. Blender at least has the advantage that you can get a legal copy of it without paying obscene amounts of money for it or acquiring a student license. Title: Re: Concept Art Post by: TheANIMAL on January 03, 2009, 06:54:08 PM Lol, i remember the first time i opened Blender up. It was like looking at the inside of space shuttle cockpit, so many fucking buttons! :o ??? :)
Title: Re: Concept Art Post by: Nick on January 03, 2009, 07:09:03 PM Blender is a fabulous piece of codes :o Only fabulous if you know how to use it. >.< None of these programs is actually easy to use, they all require lots of practise. Blender at least has the advantage that you can get a legal copy of it without paying obscene amounts of money for it or acquiring a student license. So true. I looked at 3D Studio Max's price, $187.90. Blender is phenomenal, especially if you can find all the updates and such that you can download from Google. Lol, i remember the first time i opened Blender up. It was like looking at the inside of space shuttle cockpit, so many fucking buttons! :o ??? :) Same here. I watched a few tutorials, and I'm catching on roughly quickly. I adapt pretty fast. ;) Title: Re: Concept Art Post by: Nick on January 03, 2009, 07:17:53 PM Blender planet.
|||||||| |||||||| VVVVVV Title: Re: Concept Art Post by: KitLightning on January 03, 2009, 07:21:40 PM Lol, i remember the first time i opened Blender up. It was like looking at the inside of space shuttle cockpit, so many fucking buttons! :o ??? :) aaah the joy of being totally lost and search for inf! All those tempting buttons that does nothing until numerous other buttons is pressed or tweaked. Title: Re: Concept Art Post by: Nick on January 03, 2009, 09:03:32 PM Down there. Mostly finished.
Title: Re: Concept Art Post by: Nick on January 03, 2009, 09:20:47 PM Edited version of second one below. Includes a moon orbiting it.
Title: Re: Concept Art Post by: TheANIMAL on January 05, 2009, 09:19:12 AM I'm not satisfied with some of the details so i'm redoing some parts.
(http://img78.imageshack.us/img78/1972/70077683qi8.png) Title: Re: Concept Art |