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Kgc-000 King Crab. (Kaiju Better Start Running!)


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#181 Bishop Steiner

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Posted 19 September 2014 - 09:57 AM

View Postkiriage, on 19 September 2014 - 04:19 AM, said:

http://vid1279.photo...zpsfc3c0e6b.mp4

Something I'd been messing around with.

Gotta tell, you, I love the stride, it moves with the weight I envision when I think of the KGC. Nothing graceful, just 100 tons of ballistic death, bearing down on you like Gojira.

#182 kiriage

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Posted 19 September 2014 - 01:28 PM

thanks Bishop,Im not in love with its start up stride...i think they should be shorter initially..but..ive worked on it a bit since then, should do a re render and see where its at..got bogged down in trying to create a muzzle flash effect with ejecting cartridges and smoke trailing rounds..ended up with something that wasnt too bad. might have a look at rendering that and posting it..have to get back in touch with you as to where all this stuff is at, been a bit of work done on a few areas. Very happy to see a KGC making it into game at last though :)

#183 Bishop Steiner

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Posted 19 September 2014 - 04:27 PM

View Postkiriage, on 19 September 2014 - 01:28 PM, said:

thanks Bishop,Im not in love with its start up stride...i think they should be shorter initially..but..ive worked on it a bit since then, should do a re render and see where its at..got bogged down in trying to create a muzzle flash effect with ejecting cartridges and smoke trailing rounds..ended up with something that wasnt too bad. might have a look at rendering that and posting it..have to get back in touch with you as to where all this stuff is at, been a bit of work done on a few areas. Very happy to see a KGC making it into game at last though :)

Yeah, look slike Alex beat us to the punch. Well, I say us, when in reality, all the hard work is on your side, lol. Ah well.

#184 Akula

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Posted 19 September 2014 - 04:51 PM

I am so glad that they are adding in my favourite Inner Sphere mech to game. Now I just need my medium Crab to go with it. :P

That said, and while a Dual Ballistic Assault is going to be awesome, I am worried that its massive hit boxes are going to equal very quick deaths. Also that large flat top is going to be a nightmare with LRMs.

Nevertheless I can't wait till December for this beauty. :wub:

#185 SVK Puskin

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Posted 20 September 2014 - 05:49 AM

View PostAkula, on 19 September 2014 - 04:51 PM, said:

Dual Ballistic Assault is going to be awesome


Maybe some variant/variants will have more ballistic hardpoints but it is possible to make dual (or even more) ballistic IS assault builds already.

#186 Bishop Steiner

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Posted 20 September 2014 - 07:49 AM

View PostENS Puskin, on 20 September 2014 - 05:49 AM, said:

Maybe some variant/variants will have more ballistic hardpoints but it is possible to make dual (or even more) ballistic IS assault builds already.

Yes, but not dual gauss or AC20 heavy ballistics. Since invariably, the ballistics are in the same location.

#187 SVK Puskin

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Posted 20 September 2014 - 10:32 AM

View PostBishop Steiner, on 20 September 2014 - 07:49 AM, said:

Yes, but not dual gauss or AC20 heavy ballistics. Since invariably, the ballistics are in the same location.


Yeah thanks for the reminder.

#188 Kiiyor

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Posted 20 September 2014 - 08:38 PM

Posted Image

So, Bishop my good fellow, that do you think? Though it's not nearly as blocky as I expected, I think i'm in love with Alex's take.

I love the way the arms jut forwards, and the legs, IMHO, look absolutely fantastic.

It looks like the arms won't be spectacular at protecting those torsos in a brawl, which is a nice way to differentiate this from the Fatlas. Also, the position of the right arm lends me hope that the final product may have a sensible firing point - hopefully you don't have to fill the dirt with dakka like you do the 'Phract.

I think I need to see something from the front to make a final call though, but thus far the proportioning seems nice.

It's up to the modelling team now to decide on proportioning, but the nice thing about these sort of bent leg models is that the relative height can be adjusted quite easily by making the mech stand/squat more.

Bring on December!

#189 Strum Wealh

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Posted 21 September 2014 - 01:23 PM

Posted Image

The paint scheme displayed seems to be that of the merc unit known as "Greenburg's Godzillas".

"The Godzillas favor a dark green paint scheme, sometimes accented with lighter green scales and the classic 'shark teeth' nose art. Though considered by others to be unprofessional, corporate logos and advertising also appear on Godzillas `Mechs and fighters, the quantity and size of which is proportionate to the fame of the warrior."
(source)

Named for an ocean-dweller, and painted to resemble the King of the Kaiju... ;)

#190 Bishop Steiner

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Posted 21 September 2014 - 02:19 PM

View PostKiiyor, on 20 September 2014 - 08:38 PM, said:

Posted Image

So, Bishop my good fellow, that do you think? Though it's not nearly as blocky as I expected, I think i'm in love with Alex's take.

I love the way the arms jut forwards, and the legs, IMHO, look absolutely fantastic.

It looks like the arms won't be spectacular at protecting those torsos in a brawl, which is a nice way to differentiate this from the Fatlas. Also, the position of the right arm lends me hope that the final product may have a sensible firing point - hopefully you don't have to fill the dirt with dakka like you do the 'Phract.

I think I need to see something from the front to make a final call though, but thus far the proportioning seems nice.

It's up to the modelling team now to decide on proportioning, but the nice thing about these sort of bent leg models is that the relative height can be adjusted quite easily by making the mech stand/squat more.

Bring on December!

Honest assesment?

I'm going to take a lot of grief on it, BUT........

There are serious issues with it as presented.

1) The arms do not clear the hips if it has torso rotation. Massive clipping issue which will likely necessitate widening toros/shoulders, moving the arms, and or hips. Or a little of all the above.

2) Hips too far back, going to again, present twist issues, along with "balance".

3) Legs too big. Easy targets, but also will make a likely wide mech, taller than it should be.

4) Ludicrously skinny claws. Look at the cannon barrels. Cannot fit inside the claws, as painted.

Will likely have to see changes like this
Posted Image

Which are also closer to an slightly older version he did
Posted Image
the top middle one.

Mind you, I have an annoying habit of viewing things from a 3d model and engineering perspective, which often interferes with "cool"

OK. Feel free to flame me now.

#191 Kiiyor

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Posted 21 September 2014 - 02:33 PM

View PostBishop Steiner, on 21 September 2014 - 02:19 PM, said:

Honest assesment?

I'm going to take a lot of grief on it, BUT........

There are serious issues with it as presented.

1) The arms do not clear the hips if it has torso rotation. Massive clipping issue which will likely necessitate widening toros/shoulders, moving the arms, and or hips. Or a little of all the above.

2) Hips too far back, going to again, present twist issues, along with "balance".

3) Legs too big. Easy targets, but also will make a likely wide mech, taller than it should be.

4) Ludicrously skinny claws. Look at the cannon barrels. Cannot fit inside the claws, as painted.

Will likely have to see changes like this
Posted Image

Which are also closer to an slightly older version he did
Posted Image
the top middle one.

Mind you, I have an annoying habit of viewing things from a 3d model and engineering perspective, which often interferes with "cool"

OK. Feel free to flame me now.


LOL, no flaming here. I daresay the modelling team will run into the same issues you described.

Also, the legs don't seem that large to me, maybe it's the angle i'm viewing them at. I think some of these issues are the angle Alex used for the art - if there was ever a mech that needed a more frontal view, this was it.

Maybe some of this was looked at in committee? Alex may even have had some stats to work with, i.e. "It will only rotate 40 degrees" or "we'd like it taller than your earlier concept art".

#192 aniviron

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Posted 21 September 2014 - 03:13 PM

View PostBishop Steiner, on 21 September 2014 - 02:19 PM, said:

Honest assesment?

I'm going to take a lot of grief on it, BUT........

There are serious issues with it as presented.

1) The arms do not clear the hips if it has torso rotation. Massive clipping issue which will likely necessitate widening toros/shoulders, moving the arms, and or hips. Or a little of all the above.

2) Hips too far back, going to again, present twist issues, along with "balance".

3) Legs too big. Easy targets, but also will make a likely wide mech, taller than it should be.

4) Ludicrously skinny claws. Look at the cannon barrels. Cannot fit inside the claws, as painted.

Will likely have to see changes like this


The arm issue is the second thing I thought as soon as I saw the concept. It looks great, but I just don't see the final model looking much like the concept does in a lot of important ways. I guess we'll see, though. If the walking animation is as good as kiriage's, that'll go a long way. :]

#193 Bishop Steiner

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Posted 21 September 2014 - 03:16 PM

View Postaniviron, on 21 September 2014 - 03:13 PM, said:


The arm issue is the second thing I thought as soon as I saw the concept. It looks great, but I just don't see the final model looking much like the concept does in a lot of important ways. I guess we'll see, though. If the walking animation is as good as kiriage's, that'll go a long way. :]

we can only hope. Kiriage does it as a hobby...but it's already better than the rigging on half the MWO mechs.... and he is apparently not satisfied with it!

Maybe MWO can take notes?

#194 Reported for Inappropriate Name

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Posted 21 September 2014 - 03:23 PM

arms are too far apart from the torso, 0/10 would not invest military funds.

#195 Agent Cooper

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Posted 22 September 2014 - 06:55 PM

View PostStrum Wealh, on 21 September 2014 - 01:23 PM, said:

Posted Image

The paint scheme displayed seems to be that of the merc unit known as "Greenburg's Godzillas".

"The Godzillas favor a dark green paint scheme, sometimes accented with lighter green scales and the classic 'shark teeth' nose art. Though considered by others to be unprofessional, corporate logos and advertising also appear on Godzillas `Mechs and fighters, the quantity and size of which is proportionate to the fame of the warrior."
(source)

Named for an ocean-dweller, and painted to resemble the King of the Kaiju... ;)


Alex has a soft spot for the Godzillas. I recently built him a Stalker model and he wanted it
painted in that scheme.
https://www.flickr.c...nd/13940997679/

Edited by Agent Cooper, 22 September 2014 - 07:05 PM.


#196 Hexenhammer

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Posted 22 September 2014 - 06:58 PM

Yes but can I run a Commando between its legs?

#197 FORGE88

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Posted 22 November 2014 - 03:28 PM

Brilliant.

#198 SgtMagor

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Posted 24 November 2014 - 06:15 PM

about 3 more weeks to King Crab, hope Alex turns it into a hulking monster like the Daishi! only bigger. like BS's concept

Edited by SgtMagor, 24 November 2014 - 06:17 PM.






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