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Fearsome Kodiak

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#101 Adridos

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Posted 06 July 2013 - 02:19 AM

View PostRubidiy, on 25 June 2013 - 01:02 PM, said:

Adridos
Have you checked out previous page? I've provided all the schemes and screenshots I could to explain, how it works. The only thing left is to show the animation, but, as I,ve said, I don't know anything about animation, so this is a question of my further learning 3D max. Actually, animating this gun is a convenient task for a first try to animate anything ever. :) But if I start, moelling process will freeze for sure. :(


Actually, I was trying to defend your 3-barrel approach to Viper, whom viewed it as too similar to RACs.

Nice progress on the head, by the way. ;)

#102 Rubidiy

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Posted 08 July 2013 - 04:59 AM

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Edited by Rubidiy, 08 July 2013 - 05:18 AM.


#103 Rubidiy

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Posted 08 July 2013 - 05:05 AM

View PostAdridos, on 06 July 2013 - 02:19 AM, said:


Actually, I was trying to defend your 3-barrel approach to Viper, whom viewed it as too similar to RACs.

Nice progress on the head, by the way. ;)

Misunderstood you then. Well, anyone has an opinion. All I can do is to post renders which show, why my approach has it's reasons. Anyway thanks for your support!

#104 Karl Streiger

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Posted 08 July 2013 - 05:32 AM

Angst..... ;)

nice work - you called it fear some - and that is something you made - and this thing is 100t fear and fusion

#105 MavRCK

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Posted 08 July 2013 - 08:26 AM

Friends don't let friends skip leg day.

*cough*

;) <3

#106 Rubidiy

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Posted 08 July 2013 - 10:55 AM

MavRCK
Well, :) at least I can show how lower torso looks by now. Finally I drew a decent leg sketch. Creating it in 3D will be quite a tricky job, because every little misproportion will make it look too humanlike, so I'm afraid, that legs will come only when they're completely ready.

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#107 SVK Puskin

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Posted 08 July 2013 - 02:12 PM

View PostRubidiy, on 08 July 2013 - 10:55 AM, said:

MavRCK
Well, :) at least I can show how lower torso looks by now. Finally I drew a decent leg sketch. Creating it in 3D will be quite a tricky job, because every little misproportion will make it look too humanlike, so I'm afraid, that legs will come only when they're completely ready.

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So far so good :blink: but i have 1 question: Are UAC20 and SSRM6 shoulder or side torso mounted? I mean if these parts are whole side torsos or only shoulders.

#108 Rizzelbizzeg

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Posted 08 July 2013 - 02:12 PM

Freakin sweet! The flat "human" teeth are a little odd, but the rest is killer!

#109 Nathan Foxbane

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Posted 08 July 2013 - 02:13 PM

View PostENS Puskin, on 08 July 2013 - 02:00 PM, said:


So far so good. :) But i have to ask you something, are UAC20 and both SSRM6 shoulder mounted or are these parts side torsos?

Structurally they are torso mounted. The reason for the actual locations is both aesthetic (human psychological profile response, a real bear would not have very recognizable shoulders and the head would be well above them anyway) and because the bulk of the torso mounts a massive 400XL engine.

#110 SVK Puskin

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Posted 08 July 2013 - 02:23 PM

View PostNathan Foxbane, on 08 July 2013 - 02:13 PM, said:

Structurally they are torso mounted. The reason for the actual locations is both aesthetic (human psychological profile response, a real bear would not have very recognizable shoulders and the head would be well above them anyway) and because the bulk of the torso mounts a massive 400XL engine.


Why are you replying in the name of the creator? Do you cooperate with him or what?

#111 Nathan Foxbane

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Posted 08 July 2013 - 02:30 PM

View PostENS Puskin, on 08 July 2013 - 02:23 PM, said:


Why are you replying in the name of the creator? Do you cooperate with him or what?

He is making a remake off the original Kodiak which I do know a fair bit about. It has some serious visual funkyness that he is trying to fix. My remark about the psychological aspect was based off the original design intent. The structural comment was based off the proper stats for the 'Mech that call for the Ultra AC/20 in the right torso and the Streak SRM 6s to be mounted in the left. For further explanations see the Kodiak article on Sarna.

#112 SVK Puskin

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Posted 08 July 2013 - 03:15 PM

View PostNathan Foxbane, on 08 July 2013 - 02:30 PM, said:

He is making a remake off the original Kodiak which I do know a fair bit about. It has some serious visual funkyness that he is trying to fix. My remark about the psychological aspect was based off the original design intent. The structural comment was based off the proper stats for the 'Mech that call for the Ultra AC/20 in the right torso and the Streak SRM 6s to be mounted in the left. For further explanations see the Kodiak article on Sarna.


Ok if these are side torsos than it will have very large center torso which will be very easy to hit, this is the problem that i see.

#113 Rubidiy

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Posted 17 July 2013 - 02:15 AM

View PostENS Puskin, on 08 July 2013 - 02:12 PM, said:

So far so good :) but i have 1 question: Are UAC20 and SSRM6 shoulder or side torso mounted? I mean if these parts are whole side torsos or only shoulders.

As I've mentioned already, my top priority is to create a sensible mech. So it's designed as a weapon platform. It means that this 'mech should have the majority of it's moving capabilities in it's lower torso (speaking of which, I had a lot of trouble attaching legs to it and covering moving parts with armor without preventing the movement freedom of legs). Lower torso is currently under construction, but you'll see it's current state on legs screenshots. :D
Thus upper torso is an engine container first of all (Nathan put it right about huge 400XL engine). Second of all it's a platform for a (ER) Large Laser. And this is kind of a problem, 'cause it's said that LL is placed right under the engine. :) Very unusual decision for a long range weapon.
That's why my Kodiak has 360 degree turning ability to it's upper torso and designed the way to place ER LL as high as possible. Also keep in mind that I have to make a Large Laser (!) move at least a bit up and down.
Third of all it is a potential jumpjet emplacement. And I desided to deny the idea of creating JJ slots in every part where they can be installed in terms of game, because it made em too small to be able to lift such a mass. So no matter whether you place 'em in CT or RT/LT, slots are on the back of upper torso.
Shoulders are mainly a weapon platforms, but they aren't isolated from central part of upper torso. So central upper torso is not just a CT in terms of a game. In terms of mechbay this central part is a CT + 3 slots for each of side torsos. You can virtually divide it to RT-CT-LT as you see it sensible, but first of all this is a war machine. And it's front is covered with huge and very thick armor plate. Regardless to internal division it will have only one gap, a gap for a Large Laser.

#114 Rubidiy

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Posted 17 July 2013 - 02:30 AM

View PostRizzelbizzeg, on 08 July 2013 - 02:12 PM, said:

Freakin sweet! The flat "human" teeth are a little odd, but the rest is killer!

:) I see what you mean. Well, once again I'm forced to explain my priorities. Top one is to make it sensible (real if you like). After that I'm thinking about Sarna specifications and the least thing is a design. You may see my first and second attempts on cockpit on the first page. First one gave pilot a terrible field of view. Second one was too unprotected. Third one is very satisfying 'cause it is now very well protected. So the form of these "teeth" first of all depends on square they cover for these are armor plates. That's why they're rounded just a bit to have just a little resemblance of fangs They can not be drawn as real fangs for there will be to much space between them.

#115 Rubidiy

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Posted 17 July 2013 - 03:33 AM

It's a Leg Day! :D
I'm intentionally not showing you entire mech :) to keep the final result till the lower torso is ready and ER Large laser is installed.
Hips can turn upwards up to 65 degrees and 70 backwards. Great thing about'em that each one can also turn 5 degrees towards another and 15 degrees in direction opposite to other leg. It gives a 'mech ability not to fall if some force tries to knock him down from 3 or 9 o'clock to it's current leg direction. Shins can turn 40 degrees forwards and 25 backwards from current position. And this is more tham enough, because main obstacle overcoming parts are Kodiak's feet. They're designed to be able to turn up to 90 degrees and to make their way upwards digging into the ground with their powerful claws.

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#116 MavRCK

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Posted 17 July 2013 - 06:43 AM

BADA$$$$$$$$!!!!!!
wow
!!!!!

Edited by MavRCK, 17 July 2013 - 06:43 AM.


#117 Rubidiy

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Posted 17 July 2013 - 12:00 PM

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#118 Bishop Steiner

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Posted 17 July 2013 - 12:40 PM

that's one angry Panda!

#119 Ywan

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Posted 18 July 2013 - 04:46 AM

Awesome work so far. I follow this thread since its beginning an don`t want to mess up the great desingwork here with to much engineering stuff, but this legs won`t work in this construction, sry. The two angled "wings" which connect the Foot with the lower legpart are much to fragile to handle the forces an walking/running mech will produce there. The other thing is the part itself. The bended Structure in combination with the position of the Splints which merge the single parts together have a great missarangement. In this position the parts will be bend to the back after the mech have done a single step and would block the mechanics. I see which goal design you have tried to fit, because Bearlegs have this significant flat foot with the steep connection to the lower leg. But.
I would try to make some inforcements in the iiner part of the winged Connectors in that proportions that this won`t mess up the outer designlines from the sideview. That would keep the Designidea and would given it a more technical correctness.


Except from this the legs fits perfect to the mech.

Greetz Ywan

#120 Rubidiy

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Posted 18 July 2013 - 08:31 AM

Ywan
I did keep that in mind. And I thought about adding massive shock absorber between foot and shin. The only reason why I didn't add it yet is my desire to animate this 'mech. For now I'm a total zero in 3D animation, so by now I leave it as it is. There are several parts that will need some adjustments when and if animation work begins.
About forces: I think about them too, but I kinda desided to take into account that we're talking about Battletech universe. The difference is pretty scientific. :) Nowdays we have a huge advantage of sword over a shield, if you know what I mean. Now battle armor of tanks that cost tens of millions dollars can hardly stand a hit from modern RPGs and many other weapons that cost 100 or 1000 times less than these machines. Armor is being made thicker and thicker, different defensive systems are being developed and installed on tanks, but no matter what Discovery channel tells you :(, honest answer is that average time of life for a tank in real battle is just a couple of minutes. So this is a question of materials, and in Battletech shield prevails, so material capabilities of future are much higher. So I'm trying to stick with a balance between reasonable size/thickness of parts and the fact that they are much tougher than modern ones. Otherwise a 'mech would have looked like an excavator. :blink:

Edited by Rubidiy, 18 July 2013 - 08:35 AM.






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