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Mechwarrior Online Asset Art

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#381 Fang01

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Posted 20 March 2014 - 09:52 AM

View PostHeffay, on 25 October 2013 - 09:31 AM, said:

It's possible that the pilots for the lights are smaller people. If we assume the pilot is 2m tall (haven't measure him, but he looks like a beefy dude), the smaller mechs may be limited to smaller people. And there is real world precedence for this; US tank crews tend to be smaller people as well. Look at Phil (aka Sean Lang); tankers tend to be shorter and svelte so they can fit inside better. Especially the drivers, I believe.

Put a 5'2" woman in there, and I bet she'll even have room to do her makeup.


Necrothreadjack

Not necessarily, I'm 6'0" and I crewed the Abrams for 4+ years. Granted they gave me some guff about it at MEPS but as a legacy (Old man was on 48's and 60's) they didn't make too much of an argument.

You mentioned Sean from ngng, was he a Kilo as well?!

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Awesome thread!

#382 Fang01

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Posted 20 March 2014 - 10:32 AM

View PostNamerof, on 06 November 2013 - 01:18 AM, said:


As a 6'6 252 lb ex-special forces attached (3d Recon) corpsman, I can tell you that in full body armor the amount of room you have in that cockpit is pretty damn close to what you have in a uparmored Humvee. It's even worse in the captains chair with the blue-force tracker.


Agreed. We figured out how to swap the uparmors back to the short seats in the older hummers and would do some midnight ninja shit to try and get some legroom back

#383 Fang01

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Posted 20 March 2014 - 10:44 AM

View PostKoniving, on 18 November 2013 - 08:19 AM, said:


Far as where the 'pilot' sits, it's entirely in the head for the inside view. (And the exterior camera box that gets spread around shows the cockpit's about as large as the entire body of the Commando and twice as thick seated with the rear corner on its head). For the pilot to sit there is pretty impossible. Even standing with the pilot's head in about the same position is still impossible. But, lowered down a bit and semi-standing with his legs curved toward the neck, butt resting on a curved cushion of sorts and body twisted 45 degrees to his left to face the viewport it is possible but incredibly cramped and uncomfortable.

In the past however, the commando pilot in MW2 mercenaries is depicted as sitting and takes the entire head as a cockpit space. The head appears to be capable of rotating though uncertain. What is clear, however, is that the commando must be significantly taller and a bit thicker than it is in MWO. Creepy, isn't it?




It also depicts what appear to be dual ballistics on that commando...

#384 Fang01

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Posted 20 March 2014 - 11:05 AM

View PostKoniving, on 07 March 2014 - 06:01 PM, said:


I'm back after god knows how long but I thought I'd mention something.

I found out that a Spider, specifically in lore, does not actually have an ejection function. o.o


The cockpit handle Irks me on every single drop -__-

#385 RadioKies

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Posted 21 March 2014 - 04:14 AM

Multiple posts right after eachother?

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Edited by RadioKies, 21 March 2014 - 04:15 AM.


#386 Fang01

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Posted 21 March 2014 - 06:11 AM

1:52, 2:32, 2:44, 3:05

More like I'm reading through the multiple pages in the thread and responding as I go along :D

P.S. those tropes only apply to folks in the north half and spoiled rich brats from other states that clog up our highways in the summer :lol:

Edited by Khajja nar Jatargk, 21 March 2014 - 06:17 AM.


#387 Rina Fujimoto

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Posted 04 April 2014 - 10:36 PM

View PostKoniving, on 13 March 2014 - 03:29 PM, said:

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This came up during gameplay. Thought it was interesting. It shows the fact that the Spider cockpit isn't even in the cockpit but shoved in the chest.

>.>; Sort of defeats 1:1 scales if you ask me.

None of the cockpits are where they should be, barring a few. The game renders the cockpits outside of the mech, usually hovering in front of the chest, which is why the perspective/size of the maps feels so odd sometimes. I have screenshots that show this but I'm too lazy to dig through my stuff to find them.

#388 Featherwood

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Posted 08 April 2014 - 06:39 AM

View PostMighty Spike, on 22 October 2013 - 05:49 AM, said:

Da...n,why i found this thread so late?

Late, man? I found it in 2014...

Haruko, it's a beautiful thread, kudos. You've shown in pictures all what irritated me in MWO. I can't stand that quickie of PGI's 3D artists, but all my reports submitted were ignored as it goes here.

#389 IraqiWalker

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Posted 20 April 2014 - 01:00 PM

This thread is amazing and I am sad it took me so long to find it.

#390 Featherwood

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Posted 22 April 2014 - 02:09 PM

I think it mights be interesting to some of you - Dennis has answered few my questions (in bold) on 'Mechs visuals and proportions issue:

View PostDennis de Koning, on 22 April 2014 - 12:51 PM, said:

  • Will there be a list of Mechs for visuals revamp, roadmap with dates for refit or you do not have resources for it?
    • All 'Mechs will be addressed
    • No time-line, it'll happen as the modellers find the bandwidth.
    • Yes, we have resources; it's just that one of them is not a time machine.
  • Will you accept properly documented feedback on 'Mech proportions mismatch or review will be done in close circle?
    • I am always open to feedback but alas, not everyone's concerns can be satiated.
    • If you are implying 'Mech re-scaling; I've addressed this issue in the past. It is a lot of work and will take a back-seat to the weapons scaling.
  • Could you create special queue for support tickets, if you don't like to use forum for that purpose?
    • I don't have the time to sift through support tickets. That is left up to QA. I do however skim the forums and try to answer anything that pertains to the Art Department as well as those forwarded to me via QA.
  • What about cockpits? There is a great thread by Haruko which perfectly shows huge problems with 'Mechs proportions and their cockpits.
    • This is semantics. The cockpits are supposed to look good from your seat, not from pulling the game apart and making literal comparisons. The user, as it is implied, should never see the comparisons made in the Haruko thread. That being said, we've always tried to get as close as possible to a realistic fit.


#391 IraqiWalker

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Posted 23 April 2014 - 01:55 AM

View PostFeatherwood, on 22 April 2014 - 02:09 PM, said:

I think it mights be interesting to some of you - Dennis has answered few my questions (in bold) on 'Mechs visuals and proportions issue:


I gotta say, I'm glad they have thought about this and that it is in the queue, don't know how long it's gonna be before they actually do anything about it, but good to know regardless.

#392 WarWalta

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Posted 23 April 2014 - 08:26 AM

Hey, great work!

Could you tell me where did you finde the Human modells? The ones that seem to be animatable? I could only find the Pilot scale, but im not able to animate him since he is in one mash...
Im looking for the models you used in your first pictures. The humans in different postures

#393 Nakamura Takeshi

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Posted 24 April 2014 - 09:38 AM

View PostWarWalta, on 23 April 2014 - 08:26 AM, said:

Hey, great work!

Could you tell me where did you finde the Human modells? The ones that seem to be animatable? I could only find the Pilot scale, but im not able to animate him since he is in one mash...
Im looking for the models you used in your first pictures. The humans in different postures


I believe all the human sized models are like that, the skeleton I believe is around there. I am unsure where the file is that puts it alltogether without you having to rig it yourself.

#394 Heffay

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Posted 24 April 2014 - 09:42 AM

View PostNakamura Takeshi, on 24 April 2014 - 09:38 AM, said:


I believe all the human sized models are like that, the skeleton I believe is around there. I am unsure where the file is that puts it alltogether without you having to rig it yourself.


I believe the rig has a .chr extension. You can use Noesis to convert it to a Collada format (.dae extension) if needed. Parenting it to the pilot and mechanic models takes a bit of work, since the mesh doesn't stick to the bones right, especially for things like the pouches and such.

#395 Max OConnor

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Posted 24 April 2014 - 04:57 PM

I can't work in 3D like you guys, but I threw this together to see how one of my all time favorite mechs, The Phoenix Hawk would stand up to scale for a cockpit. I made this with the assumption the pilot is approximately 6 feet tall. I did a rough calculation based on the height of the pilot, the classic Phoenix Hawk would stand almost 13 meters tall NOT including the jump jets. Thats simply to the top of the head.
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#396 Colonel Fubar

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Posted 29 May 2014 - 11:22 AM

Outstanding, very Nice!
Keep them Coming, Daishi please? :ph34r:

#397 Rina Fujimoto

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Posted 17 July 2014 - 12:57 PM

View PostDanny Fubar, on 29 May 2014 - 11:22 AM, said:

Outstanding, very Nice!
Keep them Coming, Daishi please? :)

I'll probably get around to doing clan mechs now that they're out, EVE has been cutting in to my life so I haven't tried it yet.

#398 Foksuh

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Posted 24 August 2014 - 09:46 AM

Well, I have to say this is one of the best threads I've actually seen on these forums. Not that it's hard to achieve, considering how bitter people are, myself included.. BUT.. this was truly awesome stuff.

Please, keep doing your magic, consider it as a career or as a serious hobby as I don't know what you're planning to do, but one artist can always spot another ;P

#399 Uncle Totty

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Posted 25 August 2014 - 02:19 PM

View Postharuko, on 17 July 2014 - 12:57 PM, said:

I'll probably get around to doing clan mechs now...

*waiting...* :D

Edited by Nathan K, 25 August 2014 - 02:22 PM.


#400 Rina Fujimoto

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Posted 17 September 2014 - 07:58 PM

Hey guys, was summoned back by imminent crabs. I'm responding to a request someone had as well as dumping some stuff I did a w hile ago.

Someone requested some scale stuff regarding ammo in MWO so here it is:

Here's MWO ammo with a mechanic, the missiles are universal between SRM and LRM, the gauss rounds come in sabot cases, and the autocannon round is an AC/20 round. As far as I can tell the smaller caliber autocannons don't have a physical round or they reuse a resized variant.
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They correspond to the weapon models too:
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LRM:
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Doesn't fit in the Adders launchers though (of course since its an AC/10), the sabot sure as hell doesn't. (Maybe clan gauss/lights dont use sabot cases?)
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Note in-game when you fire the gauss the sabot case actually flies off, the projectile in game is just the sabot:
http://i.imgur.com/Wnqt707.jpg

Not really something you'd want to get hit by either:
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Now for some other fun stuff:

Weird fact: The Puma has little arms in the game files, they didn't come with any of the special packs, so what are they from?
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The Vindi looks a lot better when it's posed:
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Posted Image(ignore the missiles they are non mwo)
Fun fact: as of now the vindi is the ONLY mech in the entire game that has a fully modelled cockpit chair, not sure why but it's neato I guess.
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Someone requested the Vindi doing it's PPC water cooling thing so I did that too:
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http://i.imgur.com/79PrHXF.png
http://i.imgur.com/uAojPiX.png
http://i.imgur.com/Li2mKii.png

That's pretty much all for now!Posted Image

Edited by haruko, 17 September 2014 - 08:00 PM.






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