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How I Think The Kto Should Look.


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#1 Carrioncrows

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Posted 26 August 2013 - 01:34 AM

Nothing serious, just food for thought.

But, Right now the KTO has massive scaling and hitbox issues not to mention the geometry is just funky. The mechs intersects itself when you turn in 3rd person view while the torso detaches from the mech completely if you lean back to too far.

I mean this is a mech that's so messed up if you look at the Battlemech on the website that picture is even screwed up. (shown below, not straight on view)

Despite all these issues I think we can save the KTO. Well less "We" and more them.

I know we have a hit box hot patch incoming on the 3rd, but I'd almost rather they Recall all KTO's until they fix all the issues.

And I doubt anything will come of this other than informing them of something they probably already know and even if they wanted to do something about it, they are probably swamped with a million other things they have to do first. *Shrug*

This is how the KTO looks now:

Posted Image

This is how the KTO should look - in my opinion

Posted Image

Shorten the torso by deleting some geometry - incidentally that geometry is the same vertex's and planes that cause the model to intersect itself when turning. Shorten the Length of the torso as well as shortening the legs a bit.

The KTO can stay Bulky and wide, that's fine, it's a KTO. But this also solves a lot of the hitbox issues. It just looks a lot more intimidating with out the freakishly long "Hobbies" like torso. (The stuffed tiger from Calvin and hobbies)

Like I said food for thought.

Edited by Carrioncrows, 26 August 2013 - 01:39 AM.


#2 Fred013

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Posted 26 August 2013 - 01:45 AM

It looks anorexic.

#3 TexAce

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Posted 26 August 2013 - 01:47 AM

I like it

#4 627

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Posted 26 August 2013 - 02:47 AM

looks like a mean street fighter, i like it.

#5 Carrioncrows

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Posted 26 August 2013 - 03:23 AM

KTO's always been sort of a associated as having a Gorilla Look. So I think the over sized arms and large shoulders really make it work, just needed a smaller torso and shorter legs.

#6 SgtMagor

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Posted 26 August 2013 - 04:21 AM

I like the way PGI made the mech, big tough looking bruiser medium class stompy bot heh!

#7 General Taskeen

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Posted 26 August 2013 - 05:06 AM

That funky monkey!

#8 DarkDevilDancer

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Posted 26 August 2013 - 10:13 AM

It'd solve the really obvious clipping when you torso twist.

#9 Funky Bacon

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Posted 26 August 2013 - 11:52 AM

That thing look like it will go berserk and run up to you and punch you in the face if you stare at it for too long.

#10 Ngamok

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Posted 26 August 2013 - 12:14 PM

I has to keep the skirt part in from the original design because you took it out in the redo.

#11 Glaive-

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Posted 26 August 2013 - 02:44 PM

I can't decide if I like it or not. Looks great and odd at the same time.. :)

#12 Eddie Smurphy

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Posted 26 August 2013 - 03:39 PM

really like it, bit shorter legs and it's good to go

#13 Drasari

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Posted 26 August 2013 - 04:39 PM

I like it. I would buy that mech.

#14 Monky

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Posted 26 August 2013 - 06:05 PM

this would be a simpler fix most likely rather than rescaling everything - I like the new look plus it gets rid of a substantial section of the alreay too large CT.

#15 Carrioncrows

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Posted 26 August 2013 - 06:36 PM

View PostMonky, on 26 August 2013 - 06:05 PM, said:

this would be a simpler fix most likely rather than rescaling everything - I like the new look plus it gets rid of a substantial section of the alreay too large CT.


Well not quite so simple.

Even though it's just deleting some mesh and using Scale tool on the legs it would still be an extensive overhaul.

You would have to re-rig the mesh to skeletons.

Rigging the different weapon modules to the new skeleton hardpoints (I.E making sure the PPC model pokes out of the arm in the right spot and changes depending on what's in the location)

Probably retool a large amount of the animations

Grab the different layers of the skin (I think they are up to 3 now, texture, shader, bump) Simply squishing the texture could have bad results later when you attempt to remap it. So that requires doing it for all patterns.

Then reprogram the view port to adjust height.

Sure it's Simplier fix, but only slighter more "Simplier" than introducing an entirely new model / mesh. Honestly you are only knocked off a few hours from an experienced 3d Artist's Time frame really. You could probably knock a couple more hours off by only modifying existing texture maps rather than creating all new ones. But the Rigging, Animations, Bounding box, ect ect all that stuff would probably have to be from scratch.

Re-drawing the bounding boxes for the Hit Box, now that's a Simple fix!

The Above? not so much which is why I had as a "Food for Thought" rather than a "Right MEOW!"

Edited by Carrioncrows, 26 August 2013 - 06:39 PM.


#16 Ingvay

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Posted 27 August 2013 - 09:23 PM

I like it, honestly, the Kintaro, the Quickdraw and the Trebuchet are all too tall because of the length of their legs moreso than anything else. Sliming the torso a tad on the Kintaro would be fine, but the leg length is the biggest problem IMO. I know I read that they are planning on doing a repass on a few mechs after launch...we'll see if that happens.





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