Bushwacker 3D Model
#1
Posted 09 August 2013 - 01:26 AM
Here starts my take on Bushwacker 'mech design. I was forced to finish my Kodiak model (link in signature) because of some weird 3D max bug. Now everything I was not able to finish is planned for current model. I do hope that there won't be any technical issues this time.
Planned
1. Make a modern looking model
2. Create a detailed cockpit
3. texturize entire model
4. Create space environment for final renders in Mental Ray.
Here's main idea of how it's gonna look like. It's shape is gonna be changed pretty much as work goes on.
#2
Posted 09 August 2013 - 03:30 AM
#3
Posted 09 August 2013 - 06:24 AM
#4
Posted 09 August 2013 - 07:06 AM
#5
Posted 09 August 2013 - 07:17 AM
Edited by 101011, 09 August 2013 - 07:18 AM.
#6
Posted 09 August 2013 - 07:27 AM
Here are few renders of cockpit glass. Don't worry, everything is made just for the light test of glass material. So there are two buildings around the 'mech, teapot in the middle of the cockpit and flat slightly reddish light sourse on the ceiling. After a bit of adjustment I'm satisfied how it reflects sunlight and buildings, refracts light from the outside and inside.
#7
Posted 09 August 2013 - 07:44 AM
101011, on 09 August 2013 - 07:17 AM, said:
Well my friend I never said I did not like Alex's designs I just stated that he needs to understand they were not all boxy militaristic designs and he could add in a few modern sleek parts it is 3050 correct? not 2250? in this game. Plus if you look at most modern military designs on anything they all have rounded designs why? #1 deflective ability's and #2 aerodynamics for speed.
Edited by KingCobra, 09 August 2013 - 07:54 AM.
#8
Posted 09 August 2013 - 07:54 AM
101011, on 09 August 2013 - 07:17 AM, said:
and it looks cool, but not cool enough for me.
People got used to canon extremely boxy 'mech outlooks, but most of them are really outdated. Bushwacker does not need to be changed that badly, but I wanted to create medium inner sphere non humanoid 'mech with different types of weaponry. That's how I ended up with this 'mech.
#9
Posted 09 August 2013 - 08:21 AM
- ER large laser in it's right hand
- 2 machine guns in it's CT
- AC/10 in it's left hand
- 1 LRM5 in RT and 1 LRM5 in LT
?
#10
Posted 09 August 2013 - 08:57 AM
KingCobra, on 09 August 2013 - 07:44 AM, said:
Well my friend I never said I did not like Alex's designs I just stated that he needs to understand they were not all boxy militaristic designs and he could add in a few modern sleek parts it is 3050 correct? not 2250? in this game. Plus if you look at most modern military designs on anything they all have rounded designs why? #1 deflective ability's and #2 aerodynamics for speed.
First off, most armor in Battletech is, for some odd reason, all ablative, so deflection doesn't really happen. Plus: lasers don't bounce. Second, I don't think aerodynamics really matter to a 35 ton 12 meter tall stompy robot that's going 152 kph. Also, qute a few of MW:O's 'mechs do indeed have these rounded designs. If you go through the concept art, you will see: Jenner's CT is pretty much an oval, HBK's torso is rounded, CAT's torso is also rounded, BJ has that ring around its waist, Orion has the round arms, etc. That Mad Dog you used is also very boxy, with only rounded actuators and the calves being round.
#11
Posted 09 August 2013 - 10:04 AM
Rubidiy, on 09 August 2013 - 08:21 AM, said:
- ER large laser in it's right hand
- 2 machine guns in it's CT
- AC/10 in it's left hand
- 1 LRM5 in RT and 1 LRM5 in LT
?
I guess it depends on what load out from what? TT-Battletech-MechWarrior?-->> http://www.sarna.net/wiki/Bushwacker http://camospecs.com...ure.asp? I would assume both LRM5' fired out of one set of missile tubes on the LT ID=2096
Edited by KingCobra, 09 August 2013 - 10:36 AM.
#12
Posted 09 August 2013 - 10:43 AM
I cann't see where AC/10 is on your first picture. It cann't be in CT with 2 machine guns.
#13
Posted 09 August 2013 - 11:24 AM
Here is a little kitbashed 'wacker I made a long time ago:
http://codefury.devi...3ACodeFury&qo=0
#14
Posted 09 August 2013 - 11:50 AM
Thanks! Sounds legit.
#15
Posted 09 August 2013 - 11:58 AM
KingCobra, on 09 August 2013 - 07:06 AM, said:
They are boxy to go with a more modern military look, as was pointed out. They are also boxy to keep in-game polygon counts low.
Speculation also goes that the IS designs are boxy so the Clan mechs can have a rounder design to them, to separate them from IS designs.
Edited by INSEkT L0GIC, 09 August 2013 - 11:58 AM.
#16
Posted 09 August 2013 - 11:59 AM
#17
Posted 09 August 2013 - 12:49 PM
KingCobra, on 09 August 2013 - 11:59 AM, said:
Dude.....
first time, OK, but 3rd time hijacking some dudes original art thread with other artists stuff (and not even your own) is just a total douche move. This his the OPs thread for HIS original art, done the way he likes. If you want to compare and chat about his style vs others, PM him or post your links in spoilers so they are not detracting from HIS art work.
Edited by Bishop Steiner, 09 August 2013 - 12:49 PM.
#18
Posted 09 August 2013 - 01:39 PM
Bishop Steiner, on 09 August 2013 - 12:49 PM, said:
first time, OK, but 3rd time hijacking some dudes original art thread with other artists stuff (and not even your own) is just a total douche move. This his the OPs thread for HIS original art, done the way he likes. If you want to compare and chat about his style vs others, PM him or post your links in spoilers so they are not detracting from HIS art work.
Your right in a way some of us did get off topic the pictures I posted do go along with his bushwhacker model some of the windshields arms legs are very similar and might help him in his designs, I do like his Kodiak model and as a GhostBear he would be one on my own in the clan. P>S keep up the good work OP fantastic.
#19
Posted 11 August 2013 - 02:01 AM
I do appreciate what you wrote and the fact that modern/old mech designs topic was brought to discussion, because this is the case. That's why fan art creation goes on and on. Someone loves mechs as they were initially drawn ages ago and recreates these pictures, and someone finds 'em outdated and creates something new.
I'm one of those who tries to create something different. That's why I keep avoiding any mech designs before I start creating my own ones. So please don't post any of them, because all I want to keep in my head are my own sketches and old design of the 'mech I'm currently remodelling. Hope, you'll understand.
#20
Posted 11 August 2013 - 03:07 AM
Well, here's the deal. Although visual changes are minimal, after several hours the most difficult job of creating main shape is close to it's completion. above you can see a picture, that explains mech's general design and layout. (all weapons are placed for comparison purposes and won't be used)
1. Nose is an energy slot. You can see Clan ER LL placed over it for a comparison. This laser's scale is not changed. I made sure, that my Kodiak and Bushwacker are scaled exactly how they should be. This Laser won't be used in Bushwacker, because it's a clan ER LL, and I'm going to create a new IS version.It's length will remain the same, but it will be more bulky.
2. Next is a cockpit and different life support equipment.
3. Wings represent hands with weapon slots on their tips and ballistic slots for RT/LT under them. you may notice that wings have a thick part in profile. It is ammunition feed. I placed 1 streak srm from my Kodiak model to designate it.
Ballistic weapons placed it RT/LT are gonna be hanged under "wings" and covered by armor, but they will be fed from the main torso, not from the wings. You can see a Clan Ultra AC/20 placed under the wing. You can imagine how smaller ballistic weapons wwll look like compared to this monster.
4. Space between thick part of wings and engine container is going to be a place for missile emplacements both on RT and LT.
5. engine container easily distinguishable by it's division by CT and RT/LT parts for XL engine.
6. Last thing to do is lower torso and legs.
Edited by Rubidiy, 11 August 2013 - 06:00 AM.
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