Updated! Timber Wolf Screen Shots Revealed
#221
Posted 10 April 2014 - 04:05 PM
Getting rid of the "Blocky" look would be a good move. Especially given that the clan mech's are known for being fairly sleek.
That being said though, I do think the legs are a tad too long as well. I'm hoping its the perspective, but to me it looks like they can use a slight adjustment withough disturbing too much on the model itself.
a quick mockup with reduced legs that I did while waiting for my gaming group to get together:
And a side by side
#222
Posted 10 April 2014 - 04:05 PM
Srsly, put the thing back in the oven, it ain't done yet. That would get momma slapped by the docter after she gave birth.
#223
Posted 10 April 2014 - 04:06 PM
#225
Posted 10 April 2014 - 04:09 PM
Edited by verybad, 10 April 2014 - 04:09 PM.
#226
Posted 10 April 2014 - 04:09 PM
#227
Posted 10 April 2014 - 04:10 PM
#228
Posted 10 April 2014 - 04:11 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:
This looks a thousand times better than the screenshot. I can´t understand why they didn´t stick to this great concept art.
The screenshot version is way to blocky and proportions are off.
#229
Posted 10 April 2014 - 04:14 PM
PACoFist, on 10 April 2014 - 04:11 PM, said:
Look at it side-by-side with the screenshot. The legs are pretty close to the same proportion, nearly identical. The only difference is the angle of the shot. The bigger difference is the size of the arm weapons which might be throwing people off even further.
The rounded parts would have been much better though I agree.
Edited by Solahma, 10 April 2014 - 04:14 PM.
#230
Posted 10 April 2014 - 04:14 PM
#231
Posted 10 April 2014 - 04:16 PM
Edited by Hexenhammer, 10 April 2014 - 04:18 PM.
#233
Posted 10 April 2014 - 04:17 PM
Legs too long? No. Mech stands too tall? Yes.
Streamlining those legs and bending them more (sharper knee angle) would go a very long way. The Timber is recognized for its almost hunched looking low stance.
Denying something is wrong with the legs is being stiff. When I saw this in my Inbox (before even seeing this thread, I already felt something severely wrong, so its not the placebo influence of others. This is no issue of perspective either.
Plus, one can see that this is not a wide angle "photo", a belief being used to dispel the notion of bad height proportion. PGI is historically terrible with camera work (quality of a 12 year olds "cool" montage), but thats not all at fault. The model is clearly screwy.
And yes, the concept art is better.
If this is going to be a final, never ever changed game model, I know I might well end up reconsidering my intention to have it as my main mech. Mechwarrior almost equates to Timber Wolf (or Mad Dog) for me.
I can only hope now that they don't mess up the running animation too. The Wolf doesn't just stride, it RUNS.
I pay much attention to animation and so far most of them have been good. Shoot me for this if you have to but I consider MechAssault2's TimberWolf animation ideal. The waist turn table ought to turn from side to side as it runs.
Edited by Dukarriope, 10 April 2014 - 04:38 PM.
#234
Posted 10 April 2014 - 04:27 PM
KGB GRU, on 10 April 2014 - 02:32 PM, said:
KGB GRU, on 10 April 2014 - 02:32 PM, said:
KGB GRU, on 10 April 2014 - 02:32 PM, said:
KGB GRU, on 10 April 2014 - 02:32 PM, said:
KGB GRU, on 10 April 2014 - 02:32 PM, said:
............
Ronious, on 10 April 2014 - 03:11 PM, said:
I think some of the concern is that, aesthetics aside, giant legs are a giant target. Ask the Quickdraw how it's doing.
#235
Posted 10 April 2014 - 04:28 PM
#236
Posted 10 April 2014 - 04:30 PM
#237
Posted 10 April 2014 - 04:32 PM
As to the speed of 86 Kph, it's correct, here's the math
375 (engine rating) / 75 (Tonnage) =5 (tabletop walking speed in hexes)
5*1.5 = 7.5 Rounded up to the next whole number 8 (tabletop running speed in hexes)
8*30 Meters(Size of hexes in table top)=240(Meters per round)
240 (Meters per round)* 6 (rounds in a minute)= 1440 (Meters per minute)
1440 (meter per minute) * 60 (minutes in an hour) = 86400 (Meters per hour)
86400 / 1000 = 86.4 Kph
Works when the Engine rating is a multiple of the tonnage, Try it
Edited by Badgerpants, 10 April 2014 - 04:33 PM.
#238
Posted 10 April 2014 - 04:32 PM
#239
Posted 10 April 2014 - 04:40 PM
To quote Arnold, "You're one ugly mother f***er".
Edited by ShadowVFX, 10 April 2014 - 04:41 PM.
#240
Posted 10 April 2014 - 04:49 PM
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