Jump to content

Mad Cat - Promotional Vs Concept

BattleMechs

79 replies to this topic

#21 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 21 April 2014 - 03:54 PM

View PostAUSwarrior24, on 20 April 2014 - 06:34 PM, said:



Look at Founders MEchs and Phoenix Mechs.

Then look at the CBill versions. ALL have different geometry. Ditto the Clan Pack. The Initial art was the Chunkier CBill versions. The Special Package Mechs got special geometry and paint. So if you want that, you order the package. If you like the Chunk, you get the cbill version.

Me, I prefer the Chunk.

#22 Wildstreak

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 5,154 posts

Posted 21 April 2014 - 04:44 PM

Did not have time to read through everything but.....

Round vs. boxy modeling.

I tried some low level 3D modeling for another program, one thing learned is that round models have a LOT of polygons in them. Polys (short for polygons) are one thing that determines how much of a strain a program will put on a computer. The more polys that must be dealt with, the slower performance will be.

A simple ball shape has more polys than a simple cube so the ball, though it looks simple, will cause more effort put forth to make it than the cube.

Consider how many models are in your view in this game. Enemy Mechs each with their own poly load, terrain features, the changing of these as your view turns and people move in and out of view. That is why a blank map in Training Grounds causes less load and better FPS than in a match with moving people.

Lots of Mechs have boxy shapes obviously to lower the poly load on our computers. If there were more round shapes, I bet you the game would run worse.

So you can have your cool looking rounded Mechs and really bad performance or boxy Mechs and better performance. If you think your performance is bad now, I know it would be worse with more round shapes in models.

I still wonder if they use LOD.

#23 Osric Lancaster

    Member

  • PipPipPipPipPipPip
  • 447 posts

Posted 21 April 2014 - 06:49 PM

View PostMerchant, on 21 April 2014 - 04:44 PM, said:

Did not have time to read through everything but..... Round vs. boxy modeling. I tried some low level 3D modeling for another program, one thing learned is that round models have a LOT of polygons in them.


http://www.nvidia.co...ssellation.html

TLDR - There are ways to make smooth or organic surfaces without giving a model more polygons than 'Advent Children'.

Edited by Osric Lancaster, 21 April 2014 - 06:50 PM.


#24 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 21 April 2014 - 07:11 PM

I actually like the newer model. It feels... more in proportion. At least wrt the ears and the main body.

#25 Impyrium

    Member

  • PipPipPipPipPipPipPipPipPip
  • The God
  • The God
  • 2,104 posts
  • LocationSouth Australia

Posted 22 April 2014 - 02:18 AM

View PostBishop Steiner, on 21 April 2014 - 02:19 PM, said:

you ever consider comparing the actual concept art?
Posted Image

Instead of the limited special edition one? Ever notice the paint job is quite different, too?

from the fullsize template
Posted Image


Are you saying that the limited edition version has different geometry? I have mixed feelings about that.

I'm fully aware that models are going to be different to their concepts; that's a given. But you CAN'T compare it to previous packs; ultimately they suit what they are, both concept and model. The Clans, on the other hand, are supposed to have this particular style; they're supposed to be different.

What grinds here is that the concepts DO depict this stylish difference, yet in their model they've opted to go back to the generic blocky style that is closer to Inner Sphere. Now, keep in mind I'm one of those odd fellows that actually prefers the old, industrial Centurion design to the MW:O one, and I don't mind the redesign of the Wolf's torso. But they've gone too far in redesigning the legs; if you removed the torso, and just looked at the legs, you would NOT recognize them as Timber Wolf legs.

#26 ssm

    Member

  • PipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 574 posts
  • LocationPoland

Posted 22 April 2014 - 03:47 AM

View PostMerchant, on 21 April 2014 - 04:44 PM, said:

(...)
I still wonder if they use LOD.

They do, most of the mech parts have at least 2-3 LOD meshes, they're in the files.

#27 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 22 April 2014 - 04:26 AM

To be fair AUS... Most mechs changed a bit from Concept to production. Its how it works. Thats why its Concept.

#28 Veranova

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 542 posts
  • LocationLondon, UK

Posted 22 April 2014 - 04:42 AM

View PostUnusual Suspect, on 20 April 2014 - 06:40 PM, said:

That would be the special geography of the clan package piece.

There's another concept art where the legs are pretty much exactly the same.

I just want to mirror this.

The Phoenix Pack had the same thing.
Two sets of concept art, one set painted in the package colours and with physical embellishments, one not.

#29 Strum Wealh

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Raider
  • The Raider
  • 5,025 posts
  • LocationPittsburgh, PA

Posted 22 April 2014 - 04:45 AM

View PostJagdFlanker, on 20 April 2014 - 07:06 PM, said:

the obvious difference to me is there's no extension of the lower leg behind the knee - that was what made the legs look so cool

Posted Image


Posted Image


walking animation:
http://walter-nest.d...rwolf-114718718

The "knee spurs" are still there - they're just not ridiculously large. :(

They're clearly visible in this image:
Posted Image

Also, is it just me or are the lower legs of the Mad Cat actually those of the Cataphract, rotated 180 degrees (such that what would be the Cataphract's calves are also the Mad Cat's shins)? :P

Edited by Strum Wealh, 22 April 2014 - 04:45 AM.


#30 Captain Stiffy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,234 posts

Posted 22 April 2014 - 05:22 AM

if the missile boxes are torso hits the whine is going to be enormous

#31 Rebel Roshak

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 99 posts
  • LocationSheffield

Posted 22 April 2014 - 06:00 AM

Sorry but even i dont like those legs. Way to chunky and well blocky. That beast needs some curves!

#32 OznerpaG

    Member

  • PipPipPipPipPipPipPip
  • The Bludgeon
  • The Bludgeon
  • 977 posts
  • LocationToronto, Canada

Posted 22 April 2014 - 08:18 AM

View PostStrum Wealh, on 22 April 2014 - 04:45 AM, said:

The "knee spurs" are still there - they're just not ridiculously large. ;)

They're clearly visible in this image:
Posted Image

Also, is it just me or are the lower legs of the Mad Cat actually those of the Cataphract, rotated 180 degrees (such that what would be the Cataphract's calves are also the Mad Cat's shins)? :ph34r:



from this angle it *almost* looks like a walking side of a barn lol

Edited by JagdFlanker, 22 April 2014 - 08:20 AM.


#33 Bryan Ekman

    Creative Director

  • Developer
  • Developer
  • 1,106 posts
  • Twitter: Link
  • LocationVancouver, BC

Posted 22 April 2014 - 08:33 AM

There are two versions of each Clan `Mech - standard geo and limited edition geo. The orange concepts feature the limited edition geo.

#34 Jin Ma

    Member

  • PipPipPipPipPipPipPipPip
  • 1,323 posts

Posted 22 April 2014 - 08:43 AM

View PostBryan Ekman, on 22 April 2014 - 08:33 AM, said:

There are two versions of each Clan `Mech - standard geo and limited edition geo. The orange concepts feature the limited edition geo.


can we get the catapult cockpit treatment for the timer wolf's upper legs

Posted Image

#35 DONTOR

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,806 posts
  • LocationStuck on a piece of Commando in my Ice Ferret

Posted 22 April 2014 - 08:48 AM

The same way the BLR-1G(P) Shoulders are different from the C-bills variants, the clan mechs (in the package) may have some different visuals such as the Timbers rounded lower legs (which would be awesome)

Edited by DONTOR, 22 April 2014 - 08:49 AM.


#36 Strum Wealh

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Raider
  • The Raider
  • 5,025 posts
  • LocationPittsburgh, PA

Posted 22 April 2014 - 09:22 AM

View PostJin Ma, on 22 April 2014 - 08:43 AM, said:



can we get the catapult cockpit treatment for the timer wolf's upper legs

Posted Image

Open up the in-game Cataphract model in Blender (or other analogous application of your choice; see here for instructions) and have a look at the upper leg from the front, side, and back.

Then, compare the in-game Cataphract's legs to those shown for the in-game Mad Cat (see here).

The legs (from hip joint to foot pad) for the MWO Mad Cat, as presented in the imagery thus far released, are largely reuses of those of the MWO Cataphract.

Edited by Strum Wealh, 22 April 2014 - 09:22 AM.


#37 Jin Ma

    Member

  • PipPipPipPipPipPipPipPip
  • 1,323 posts

Posted 22 April 2014 - 09:33 AM

View PostStrum Wealh, on 22 April 2014 - 09:22 AM, said:

Open up the in-game Cataphract model in Blender (or other analogous application of your choice; see here for instructions) and have a look at the upper leg from the front, side, and back.

Then, compare the in-game Cataphract's legs to those shown for the in-game Mad Cat (see here).

The legs (from hip joint to foot pad) for the MWO Mad Cat, as presented in the imagery thus far released, are largely reuses of those of the MWO Cataphract.


a lot of legs look similar but i dont think any of them are reused.

except maybe some of the clan ones, since the concept legs look the exact same

#38 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 22 April 2014 - 09:45 AM

View PostAUSwarrior24, on 22 April 2014 - 02:18 AM, said:


Are you saying that the limited edition version has different geometry? I have mixed feelings about that.

I'm fully aware that models are going to be different to their concepts; that's a given. But you CAN'T compare it to previous packs; ultimately they suit what they are, both concept and model. The Clans, on the other hand, are supposed to have this particular style; they're supposed to be different.

What grinds here is that the concepts DO depict this stylish difference, yet in their model they've opted to go back to the generic blocky style that is closer to Inner Sphere. Now, keep in mind I'm one of those odd fellows that actually prefers the old, industrial Centurion design to the MW:O one, and I don't mind the redesign of the Wolf's torso. But they've gone too far in redesigning the legs; if you removed the torso, and just looked at the legs, you would NOT recognize them as Timber Wolf legs.

Yes, They are. Every pack has has limited edition geometry as part of it's "sales" allure. In some cases, like my Founder's Catapult, I really with it didn't, as I HATE the stupid bird's beak on it. But yes, the Clan Packs will have the unique, rounded architecture, and paint schemes and colors on the "Prime" version of each omni. I am not sure how the "variant" will be handled, as you never have been able to swap parts before this.

#39 MoonUnitBeta

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,560 posts
  • LocationCanada ᕙ(⇀‸↼‶)ᕗ

Posted 24 April 2014 - 08:56 PM

View PostAUSwarrior24, on 20 April 2014 - 07:17 PM, said:

That's a good point, I didn't notice that one. Now I think of it that certainly gave the Timber Wolf its characteristic bird leg style. IMO the model's legs are too... balanced. The upper leg is supposed to be thinner, while the bulk is centred on the lower-lower leg as it spreads out into the talons. That works as a design because it flows, and creates a pleasing order of mass.

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. ;)

Nevermind.....

The gold ultra mechs have those STUPID shoulder bar fender luggage handle carriers on their shoulders.
UGH.

BUT!, they make the ankles smoother/rounded, which is a nice touch...

Posted Image

#40 manlydangle

    Rookie

  • 2 posts

Posted 24 April 2014 - 10:18 PM

If I buy mechs a la cart will it qual for the smoother geo? or only if I buy it with one of the bundles?





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users