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3 Dimensional Chat / Walker/Mech type unit

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PudBawl
19
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Joined: 7th Dec 2004
Location:
Posted: 25th Feb 2005 08:16
Hey all, I've been working on a model for DB games, not sure how to classify it, for what I've got in mind it is too small to be called a "mech", back in the 80s I think it would have been called a "Walker". Kind of like ED209 from Robocop I guess.

Anyways, it is about 1060 polys, I'm working on the texture. I've got the rig for it figured out but am not setting anything in stone because I'd like it to work well with FPSC and am not sure what I need to do to setup joints as "heads", "arms" and the such.

I'm busy for the next couple of days so I won't be around to agree with your comments on how to improve it, but feel free to share your thoughts.





Cian Rice
20
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Joined: 8th Jun 2004
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Posted: 25th Feb 2005 08:18
Nice job, can't wait to see it textured.

Have a heart and join my message board.And now my messageboards work again!Woot!
Sol462
20
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Joined: 12th Sep 2004
Location: playing with the spazookeedoo
Posted: 25th Feb 2005 09:45
ooo! daddy like!
like anime blood said, can't wait to see it textured, spazuh.

Major Payn
20
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Joined: 16th Dec 2003
Location: United States of America
Posted: 25th Feb 2005 11:18
That looks simply Awesome, it looks like it would fall over in the front though. I love the design though, very rugged and realistic!

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
zircher
21
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 25th Feb 2005 21:30
LOL, I was going to stay that it looked nice but was not very realistic. Not because of the large front (which is probably a hollow cockpit) but because there is absolutlely no way for the legs to bend. It's like trying to make a joint by welding to peices of steel directly together.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
PudBawl
19
Years of Service
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Joined: 7th Dec 2004
Location:
Posted: 25th Feb 2005 22:41
Early AM here so excuse my typing but I have just a minute.

@Major Payne: Agreed, I've been waiting for inspiration to counter balance it with adding as few polys as possible, I've got a few ideas, we'll see what works.

@zircher: The joints at the "knees" are sliding joints not rotating ones. Where the legs meet the body, those slide forward and bacwards on the main chasis while also rotating slightly, hard to explain, easier to show when I connect skeleton which I already have worked out, perhaps I'll get a demo of this tomorrow when I'm not so busy.

Thanks all, keep up the comments, the more you write the better it'll get.

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