#121
Posted 26 October 2013 - 07:00 AM
#122
Posted 26 October 2013 - 07:05 AM
Davoke, on 26 October 2013 - 07:00 AM, said:
People used to pick on Cicadas...
...they called them useless, lights, waste of a medium slot...
... not anymore.
Yeah, I just can't help but pointing out that it's Cicada part is showing a bit too much.
#123
Posted 26 October 2013 - 07:11 AM
#124
Posted 26 October 2013 - 09:29 AM
Adridos, on 26 October 2013 - 07:05 AM, said:
...they called them useless, lights, waste of a medium slot...
... not anymore.
Yeah, I just can't help but pointing out that it's Cicada part is showing a bit too much.
Yeah that was bugging me too...I thought I'd leave the front grill on but it looks too Cicada-y so I've updated the design, I've edited my post with the newer one.
Also I'm aware there is some geometry sticking out on the front but that doesn't appear in the rendered final version or in edit mode, no idea why it appears in materials mode only.
#125
Posted 26 October 2013 - 09:57 AM
Adridos, on 26 October 2013 - 07:05 AM, said:
...they called them useless, lights, waste of a medium slot...
... not anymore.
Yeah, I just can't help but pointing out that it's Cicada part is showing a bit too much.
I saw the Stalker legs, Battlemaster missile pod, and Centurion arms before I noticed the stretched out Cicada torso.
#127
Posted 26 October 2013 - 10:50 AM
DirePhoenix, on 26 October 2013 - 09:57 AM, said:
Highlander arms (at least party, there is also some Victor in them as well as far as I can tell) and crotch were the first to strike me after the Cicada CT.
#128
Posted 26 October 2013 - 10:58 AM
#129
Posted 26 October 2013 - 11:09 AM
#130
Posted 26 October 2013 - 01:05 PM
Managed to get the mechanic rigged up for the new scene, I know more than I did back then when I first started out, so the mechanics rig is much improved over the one in the old renders, as you can see the textures are way better too.
I still have to rig and texture the other "actors" in the scene, I'll finish it all later.
#131
Posted 26 October 2013 - 07:44 PM
Edited by Aiden Whitefield, 26 October 2013 - 07:44 PM.
#132
Posted 26 October 2013 - 09:56 PM
Aiden Whitefield, on 26 October 2013 - 07:44 PM, said:
You simply use the node editor and plug them in.
Have this node map image courtesy of Heffey
If you're a complete amateur I'd really suggest looking at his thread, it's what got me started:
http://mwomercs.com/...ing-pgis-mechs/
#133
Posted 26 October 2013 - 10:45 PM
haruko, on 26 October 2013 - 09:56 PM, said:
Have this node map image courtesy of Heffey
That node map helps so much, thank you! I finally found out that my biggest problem was that I wasn't using the Cycles renderer, which in fact has a whole different set of texturing options than the internal renderer. Oops...
#134
Posted 28 October 2013 - 10:14 PM
#135
Posted 29 October 2013 - 12:12 AM
But I've been making a lot of progress on the dropship, to be honest I'm going a little overboard with it....it was going to be a small part of a series I wanted to do...but well, I'm having fun with it.
I'm not going to take a bunch of screenshots because I'm in a hurry, but basically I've pretty much finished the interior of the dropship and now I'm moving on to populating it pretty much.
Here's a wireframe cut out of the compartments (and yes they're all detailed and actually do have stuff in them)
I've gone from this:
To this:
ARRGGH, I need to go to bed since I need to get up early tomorrow so that's it for now. I'll probably finally get those Cataphract renders within a day or two now that the interior is finished, then I just need to move on to posing everyone and putting in the Locust and vehicles.
#136
Posted 29 October 2013 - 02:46 AM
haruko, on 23 October 2013 - 03:55 PM, said:
Here is the phract cozy in his (unfinished) dropship hangar
What dropship you say? The Buccaneer! (aka the crashed one on Frozen City)
Lets get the techs to let us inside shall we?
The hatch slides open
And the crawlspace leading to...
The cockpit!
I'll do more work on it later, I still need to add all the detail to the mechbay as well as the techs, then the lighting for render, etc.
Excellent, I would like to see similar art and asset's in game. Glad I checked the fan art forum again.
#137
Posted 29 October 2013 - 07:33 PM
Look a Manticore! Or well...it's supposed to be a Manticore anyway.
#138
Posted 29 October 2013 - 10:13 PM
haruko, on 29 October 2013 - 12:12 AM, said:
But I've been making a lot of progress on the dropship, to be honest I'm going a little overboard with it....it was going to be a small part of a series I wanted to do...but well, I'm having fun with it.
I'm not going to take a bunch of screenshots because I'm in a hurry, but basically I've pretty much finished the interior of the dropship and now I'm moving on to populating it pretty much.
Here's a wireframe cut out of the compartments (and yes they're all detailed and actually do have stuff in them)
I've gone from this:
To this:
ARRGGH, I need to go to bed since I need to get up early tomorrow so that's it for now. I'll probably finally get those Cataphract renders within a day or two now that the interior is finished, then I just need to move on to posing everyone and putting in the Locust and vehicles.
Please don't kill yourself crunching college work, no matter how good of an idea it seems at the time.
#139
Posted 29 October 2013 - 11:13 PM
Vassago Rain, on 29 October 2013 - 10:13 PM, said:
Please don't kill yourself trying not to through your computer through a wall because Blender is a huge piece of ****
******** IT THE ENTIRE SCENE IS ******* PURPLE NOW FOR NO REASON I AM SO INSANELY PISSED (╯°益°)╯︵ ┻━┻
#140
Posted 30 October 2013 - 11:29 AM
I wonder if pilots around 1.7 Meters in height could fit better in the tiny lights?
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