#1
Posted 20 April 2014 - 06:34 PM
But I noticed this, which I didn't see before and I don't think has been posted elsewhere:
So that fancy promotional art for the Timber Wolf is rather different to the concept art. The most obvious difference is the legs; the concept art has that pod-like lower legs, with a round styling. I like that Timber Wolf a lot more. Yet what they seem to have used as a reference for their modeller is the promotional piece, which uses squarer, somewhat awkward shaping.
Now... I'm a little worried. I like the orange concept art on the Clan page, and the rounded style suits the Clans. It's refreshing. I understand no model is ever going to be the same as its concept... but... the other orange concepts are rounded, and look great. Are they going to do the same to the other Clan 'Mechs?
Just curious to people's thoughts on the use of the promotional piece rather than the concept art, especially since we're buying the Clan 'Mechs based on the concept art...
EDIT: Unless... they starting modelling before the promotional piece was done, and the modeller may have decided to go with a square design for whatever reason. Then they may have redone the concept art to use square legs afterwards...
#2
Posted 20 April 2014 - 06:40 PM
There's another concept art where the legs are pretty much exactly the same.
#3
Posted 20 April 2014 - 06:44 PM
The rounded shapes were interesting from a lore perspective. The idea of an offshoot culture and offshoot technologies resulting in a different style. That's a cool flavor.
#4
Posted 20 April 2014 - 07:06 PM
walking animation:
http://walter-nest.d...rwolf-114718718
Edited by JagdFlanker, 20 April 2014 - 07:13 PM.
#5
Posted 20 April 2014 - 07:14 PM
One plus though is that they scrapped the luggage carriers on the side of the upper arm/shoulder. Thank goodness.
JagdFlanker, on 20 April 2014 - 07:06 PM, said:
walking animation:
http://walter-nest.d...rwolf-114718718
And yes. That iconic bit is gone / very reduced in the new design. You can see a little bit on the left leg, but it's so small you can't even see it coming from the right leg..
I wish they didn't make the femur swoop so much in the front from the hip joint, though.. It's pretty... Swoopy. Makes the legs look tall, less angular out the back. And I really hope it doesn't trot around like the stalker.
If it's one walking animation that I cannot stand, it's the Stalker's.
One of those things I loved about the Timberwolf was that seemingly long stride that kind of looks like it was always in pursuit of it's prey...
Edited by MoonUnitBeta, 20 April 2014 - 07:22 PM.
#6
Posted 20 April 2014 - 07:17 PM
I respect PGI's modeller's attempts, but they don't seem to understand a lot of design principles. The legs are too linear, without detail points. But anyway, I don't want to rant about it too much, I had that chance a while back.
#7
Posted 20 April 2014 - 07:21 PM
MoonUnitBeta, on 20 April 2014 - 07:14 PM, said:
One plus though is that they scrapped the luggage carriers on the side of the upper arm/shoulder. Thank goodness.
And yes. That iconic bit is gone / very reduced in the new design. You can see a little bit on the left leg, but it's so small you can't even see it coming from the right leg..
I wish they didn't make the femur swoop so much in the front from the hip joint, though.. It's pretty... Swoopy. Makes the legs look tall, less angular out the back. And I really hope it doesn't trot around like the stalker.
If it's one walking animation that I cannot stand, it's the Stalker's.
to be fair the clans got more rounded cockpits than the IS ever got
IS has what, the founder's jenner and griffin
#8
Posted 20 April 2014 - 09:40 PM
Jin Ma, on 20 April 2014 - 07:21 PM, said:
to be fair the clans got more rounded cockpits than the IS ever got
IS has what, the founder's jenner and griffin
This is true. wish it wasn't limited to just cockpits though . Really was hoping for a real different stylization. So that when you see a clan mech you go "yea, clan mech." even though you aren't familiar with the silhouette, you can still recognize it as a clan. But oh well. that's just me.
#9
Posted 20 April 2014 - 09:44 PM
MoonUnitBeta, on 20 April 2014 - 09:40 PM, said:
I would think a lot of people think the same as you. I just hope PGI does as well.
#10
Posted 20 April 2014 - 09:59 PM
It sucks, but its a decision all modelers have to make.... were should the most polygons go?
#11
Posted 20 April 2014 - 10:11 PM
#12
Posted 20 April 2014 - 10:22 PM
Dracol, on 20 April 2014 - 09:59 PM, said:
It sucks, but its a decision all modelers have to make.... were should the most polygons go?
I'm aware of that, but as someone who's at least done a little bit of modelling before, I can't accept that's a worthwhile excuse. If it truly got to the point where they didn't have enough polygons to spend on the legs, then they haven't balanced it very well. They haven't exactly been conservative on the current legs, despite the fact it's square.
I dunno. Maybe that's the case, maybe not.
And Stiffy, I don't get your joke, though I figured that was a GIF better used on CA's Rome II siege DLC...
#13
Posted 20 April 2014 - 10:26 PM
AUSwarrior24, on 20 April 2014 - 10:22 PM, said:
I'm aware of that, but as someone who's at least done a little bit of modelling before, I can't accept that's a worthwhile excuse. If it truly got to the point where they didn't have enough polygons to spend on the legs, then they haven't balanced it very well. They haven't exactly been conservative on the current legs, despite the fact it's square.
I dunno. Maybe that's the case, maybe not.
And Stiffy, I don't get your joke, though I figured that was a GIF better used on CA's Rome II siege DLC...
#14
Posted 21 April 2014 - 11:53 AM
#15
Posted 21 April 2014 - 12:34 PM
#16
Posted 21 April 2014 - 01:55 PM
#17
Posted 21 April 2014 - 02:17 PM
My particular bugaboo is the Playskool cockpit.
Edited by GreyGriffin, 21 April 2014 - 02:19 PM.
#19
Posted 21 April 2014 - 02:35 PM
http://mwomercs.com/...-shots-revealed
So yeah, more to the point; the modelers really screwed up on the legs in the screened models. They're not even using a simpler geometry, they've just sprouted tumorous growths above the calf and the legs have swollen to consume the joints instead of flowing between them. The 'Mech in the concept art looks better, even if it's not my ideal.
(Really though, why take away the smooth arms and off-set knee joint? It doesn't look better, just more dumpy and less iconic. I understand why the arms are less spaghetti-noodle thin, but you can make something look rounded and armored at the same time. It's actually really dumb to have lots of flat vertical surfaces on an armored vehicle. )
Edited by Osric Lancaster, 21 April 2014 - 02:58 PM.
#20
Posted 21 April 2014 - 03:42 PM
PGI please bring some justice to the concept art and work on the in game model a lot more before its final release, so many of my clan/merc mates are refunding there clan packages because of the terrible looking in game Timberwolf you have shown us to advertise the package. I mean those legs are just wrong....
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