![](https://static.mwomercs.com/forums//public/style_images/master/icon_users.png)
![](https://mwomercs.com/static/img/house/piranha.png)
Updated! Timber Wolf Screen Shots Revealed
#181
Posted 10 April 2014 - 03:02 PM
However.
PGI, ya done ****** up again.
You took what you already had in game, the uppers of a Catapult, arms and legs of a 'Phract and slapped it all together to call it a ******* Timberwolf. You know what? **** you. Legs and arms on this "Timberwolf" look ridiculous. Way too straight and narrow and way too damn blocky. Where's the streamlined sexyness of EVERY OTHER IMAGE OUT THERE?! A previous post asked who designed this? A first year graphic design intern? What the hell, seriously?? You take IS 'Mechs and make them look great but totally BOTCH the rendering for the most iconic Clan Mech ever. You ******* fail. And you ******* fail hard.
Go back to the drawing board, publicly flog the poor ******* to put this together and start from scratch taking into account already existing art work that's EVERYWHERE to reference from. Then come back to us when you get your heads out of your asses with something that's actually decent and WORTHY of the names ICON and TIMBERWOLF.
#183
Posted 10 April 2014 - 03:04 PM
#184
Posted 10 April 2014 - 03:07 PM
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
It's going to look a lot more like the concept art when better picture angles are released. Sure, the legs are a little different, but they are roughly the same size as concept. The more noticeable thing for me is the size of the arm weapons. The concept art arms look substantially larger than these screenshots. Maybe if the arms were a bit larger (closer to concept) it would even out the proportions a bit?
Edited by Solahma, 10 April 2014 - 03:08 PM.
#185
Posted 10 April 2014 - 03:08 PM
#187
Posted 10 April 2014 - 03:11 PM
For the record. I think it looks bad arse.
Edited by Ronious, 10 April 2014 - 03:15 PM.
#188
Posted 10 April 2014 - 03:12 PM
#189
Posted 10 April 2014 - 03:13 PM
Please make the upper leg section thinner and lower the body down where it'd bend the knees more.
#190
Posted 10 April 2014 - 03:14 PM
#191
#192
Posted 10 April 2014 - 03:19 PM
#193
Posted 10 April 2014 - 03:20 PM
knightsljx, on 10 April 2014 - 02:56 PM, said:
https://static.mwome...rwolf_paint.jpg
programers have nothing to do with how it looks
process goes like this
concept artist, draws concept
design approves concept
concept goes to 3d artist
3d artist models item
3d artist finds issues with space (things like weapon X will not fit in space given by concept)
3d artist solves space issue and gets approval from design and concept to go ahead with change
3d artist completes model
model goes to technical artist
technical artist creates skeleton, gun port locations, LOD mesh, hit boxes.... ect
technical artist binds model to skeleton
skeleton (and model) go to animator
animator creates animation sets for mech
model goes to texture artist to get paint
all items back to technical artist for export to game engine
technical artist and programer check for any issues caused by new assets
programer sets stats, weight, allowed items and any other parameter that affects it in game
testing
any issues found go back to appropriate team for correction
this is industry standard practice
this might not be 100% how it happens at PGI but its close enough
in many studios people will wear multiple hats, so 3d artist, animator, texture artist might all be one person for example
#194
Posted 10 April 2014 - 03:20 PM
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/biggrin.png)
#195
Posted 10 April 2014 - 03:22 PM
Roadbeer, on 10 April 2014 - 03:16 PM, said:
Not unless it somehow magically allows me to play with more than 3 of my friends.
No Pre-order for you!
Not an issue for me. I can't remember the last time I had more than three names lit at the same time on my Friends list.
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
#196
Posted 10 April 2014 - 03:24 PM
Normally I'm not one to complain about MWO's interpretations of 'mechs, because they either keep the silhouette right (Raven), or improve upon it (Centurion), but the Timby is such an iconic design that getting it even a little bit wrong is jarring, and I can't help but feel that's what happened here.
The height from the top of the pepperboxes to the waist joint should be about the same as from the waist joint to the ankles. On this, it appears the top-half height only reaches down to about mid-calf. Either the legs are too large, or the upper body is too squat.
Looking at the top half alone, however, is fine, so I'm inclined to believe it's the legs that are too large. This makes sense, as MWO has always had issues with making digitigrade legs on 'mechs bigger than they ought to be: the Raven, Locust and Cicada are widely derided for being too easy to leg and a large part of the Stalker's ungainliness is the fact that its legs account for too much of its height. The only 'mech that really seems to get it "right" is the Cataphract, and then only thanks to its broad-side-of-a-barn front torso.
Oh, and speaking of the Cataphract... it looks to me like they've re-used its leg geometry wholesale for the Timber Wolf.
Compare this: http://i25.photobuck...taphractMWO.jpg
To this: https://static.mwome...62a9afc30fd.jpg
I get that re-using existing resources is efficient, and that for some Omnimechs it makes sense (the Nova and Stormcrow sharing legs makes sense, as does the Kit Fox and Adder. The Timber Wolf itself should share legs with the Mad Dog) but wouldn't the Catapult's legs have been a better choice here? These legs are too thick and too... stumpy, for lack of a better word, and they're missing the Timby's characteristic "spines".
For I'd bet a lot of us, our introduction to the MW/BT franchise was this image:
![Posted Image](http://upload.wikimedia.org/wikipedia/en/a/a8/MechWarrior_2_cover.jpg)
(or this one, but you get my point)
It's deeply-ingrained. We know what a Timber Wolf is supposed to look like, since we've seen it on the front of fully half the BT/MW products ever made. If there is a single icon for the series, it's the Timby.
Which means that if you're doing something in the BT 'verse, even if you get nothing else right, you've got to get that one right.
And they haven't here. Not quite.
I'm hoping that's just a poor choice of camera angle, but the evidence of past digitigrade 'mechs indicates otherwise.
* - Seriously, guys, there are other angles besides the low front-quarter shot.
#197
Posted 10 April 2014 - 03:26 PM
Cimarb, on 10 April 2014 - 01:58 PM, said:
The torso size is obviously a compromise to offset the "ears" being part of the torso. Hope it balances out.
Can't wait to see my Dire Wolf now!
It's not about foreshortening or perspective. It's that they are blocky/flat instead of rounded. Look at the legs of the concept art:
![Posted Image](https://static.mwomercs.com/img/clans/artwork/timberwolf_paint.jpg)
#198
Posted 10 April 2014 - 03:28 PM
Ph30nix, on 10 April 2014 - 02:57 PM, said:
its funny cuz the Maddog and timberwolf are supposed to share legs. like the uller and the puma.
plus the maddog is supposed to be lighter/smaller. so if they share the same legs, the only thing they could do to make maddog smaller is make its torso smaller. which would extenuate the legs even more
#199
Posted 10 April 2014 - 03:29 PM
rotagh, on 10 April 2014 - 12:20 PM, said:
Edit: I looked at it again, and it seems awfully shiny, is that a link to the "oooohhh, shiny new mechs!" thing?
i think that too...
the legs and torso are disproportionaly...
PGI, fix that plz!!!
#200
Posted 10 April 2014 - 03:29 PM
Mystere, on 10 April 2014 - 03:26 PM, said:
It's not about foreshortening or perspective. It's that they are blocky/flat instead of rounded. Look at the legs of the concept art:
![Posted Image](https://static.mwomercs.com/img/clans/artwork/timberwolf_paint.jpg)
lol thats the clan pack edition. the prime/normal one will have blocky legs like in this SC
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users