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Ok, So Very Happy About The Urbie, But Have To Admit, I Think The "feel" Of The Official Art Is A Bit Off.


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#61 9erRed

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Posted 24 January 2015 - 12:27 AM

Greetings all,

First sorry, not trying to derail the subject. Still about Urbie leg size.

I've referenced the animation models before and always thought they should have two modes of movement.
- Normal walking and the associated ease of operation for the Pilot. (from driving to weapons use)
- Running mode and presenting more difficulty with all aspects of Piloting.

For the normal movement mode all elements for the Pilot are rather easy to complete, pretty much what we see in the game now. Standard walk mode with it's associated 'cruise' mode. But introduce the run mode and advanced cruise mode and everything just gets a bit harder to operate.

- With advancing speed and movement to the run mode the 'Mech starts to extend it's leg strides, this has a somewhat two fold change for the Pilot. Over rather level ground it may be a sometimes smoother ride and just as easy to acquire targets and operate the weapons. Introduce diverse terrain at this speed and the 'Mech can change heights and positions rather quickly, the Pilot needs to be keenly aware of this change.
~ What we originally had (early Beta) with cockpit sideways transition during fast movement would actually be truer to what would really be happening for some of these models. (removed due to 'car sickness' syndrome issues)

For the animators and model creators, this would require building two sets of movement dynamics for each similar 'Mech design. The walk and the run mode.
- Due to this being a game and requiring the Pilots to actually need to be able to acquire and shoot on the move, some aspects of the Pilots view mode could be 'smoothed out' as it's the targeting computer and sensors that the Pilot is viewing through.
- But the 'Mech model should have these changes embedded for it's method of movement and changes to profile.

An aside here on movement:
(the whole Pilot/'Mech movement would be akin to a rider and a horse dynamic. The Pilot directs the 'Mech where and how fast he wants the 'Mech to move, and it's quite capable of doing all that is necessary to fulfil that requirement on it's own. From moving around structures to jumping over obstacles.)
~ and not something we are seeing or have use of in the game now. Far too much direct control required for everything 'Mech required. Zero Ai ability for the 'Mech and completely out of the Lore and stated operational dynamics of this vehicles operation.
(I'd just like for once the 'Mech to stop and not walk me off a cliff or walk directly into a building, face first. Just a little Ai built in to 'know' to avoid these. Yes, the Lore states that the 'Mech will obey the Pilot even if it means destruction of itself. But just a little Ai for the 'stupid' mistakes I make. Like walking or running around a building not into it, a little 'path finding' here, thank you. But I diverge.)

Perhaps this 'smart movement mode' could ONLY be used if the Pilot sets the movement mode to 'cruise mode' in the two different stated speed ranges. Dynamic changing of the speed 'turns off' this mode and ability to drive around or over obstacles.
(similar to modern vehicles and radar cruise mode, change something and it turns itself off.)
- This allows the Pilots to concentrate on fighting and not needing to 'micro manage' the 'Mech every inch of it's movement.
- Requiring a simple Ai path finding mode for the 'Mechs operation in this mode only.

With PGI working on new Ai elements for introduction into the game they may already have something in this line of required code completed. Adding some 'smarts' into our 'Mechs would only be a step forward to following the Lore on how these elements operated and how the Pilots control them.

Just some divergence and observations here,
9erRed

Edited by 9erRed, 24 January 2015 - 12:32 AM.


#62 Lily from animove

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Posted 24 January 2015 - 02:36 AM

View PostBishop Steiner, on 23 January 2015 - 07:00 PM, said:

I feel bad for saying that. It looks cool, make no mistake. I just....

I think it looks too slim. Too tall. Too..... tactical.

While I don't think Urbie needs be treated as a joke, I do think he needs his potbelly proportions.

For example, the official Ortho.
Posted Image

Looks killer. Just..... not quite "Urbie".

So..... I downscaled the whole mech 15%, then the legs and extra 10% on top of that to this:
Posted Image

or for side by side comparo:
Posted Image

Much more R2D2, yes?

Urbie, IMO, and by lore, should be about Commando height, or a skosh shorter, but with that beer keg torso like a hunchback. Since the model hasn't even been started, maybe if enough people agree, we can get the proportions changed (even slightly).

What say you guys?



yes I need to agree, I wrote it already in the urbie thread. the issue are the proportions.
the above mech is only 1/3 trashcan, while the original urbie is 1/2. this is then very much for human mind something "different". further the wideness is also off, because original urbie is half as wide as it is tall. but the concept of PGi is too "slim". also, the cockpit half orb is too small, it should be a bit bigger in relation to the "gun belt" below it is too tiny. maybe increase it by 10%-20%.

take your reshaped picture, it looks more urbie like, because it now is closer to the original proportions.

and here some pics:

original urbie, looking fine (of course because thats the urbie we started to love)
Posted Image

the cockpit urbie: also lookign fine, proportions are the key. its also around 40 or 45% traschan then legs, and its nearly half as wide as tall. true urban-style

Posted Image

then we have the advertised urbie: it looks ok as well, but this is caused because some part of the feet is hidden, and the strangen 45 degree angle of view is a bit mind tricking at this part, (ot makes the upper part look wider as it is, while it makes the legs slimmer than they are) and so we hardly recognise this wrong proportions here..

Posted Image


but on the real graphical sketch, it is very visible whats wrong, proportions are off

so maybe give the urbie more trashcanlike shapes again by lowering the round parts:

Posted Image

or take bishops reshape, and maybe increase the cockpit dome a bit. tehre is for my taste a bot too much emtpy space between the legs and the uppertorso dome (where the CT gyro is)

so cheap paint skills:

I took bishops urbie change.
I stretchted the part above the CT gyro more downwards, and gave the "head dome" +20% size
I did not changed the wifdeness of the mech, at the gun part.
Posted Image

Edited by Lily from animove, 24 January 2015 - 02:52 AM.


#63 Lily from animove

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Posted 24 January 2015 - 02:55 AM

oh and a small PLEA (ok for me a big one) the special geometry edition should have the lower legs also in a trashcan like shape, because the original iurbie is liek that, ( a big trashcan on 2 smaller trashcans)

Posted Image

and then I need a camo where i can paint all 3 trashcans seperately

Posted Image
god, i would have the time of my life in such a painted urbie xD

I am recycle urbie, prepare to be reprocessed.

Edited by Lily from animove, 24 January 2015 - 02:56 AM.


#64 Trashhead

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Posted 24 January 2015 - 02:59 AM

View PostBishop Steiner, on 23 January 2015 - 07:00 PM, said:

Posted Image

I have to admit that i indeed like Bishop's version more.
The torso maybe a bit taller, but thats it.

Totally agree it should be Commando-sized, but wider.

For comparison, original Urbanmech from the Technical Readout 3025.
Source: sarna.net
Posted Image

Btw, once the Urbie is in the game, expect this: I hate it!

#65 cranect

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Posted 24 January 2015 - 03:11 AM

I like the squished version a little better as well. Of course if they don't want to do that or cant ill obviously take whatever is produced.

#66 KamikazeRat

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Posted 24 January 2015 - 03:31 AM

I deleted my posts in reponse to Ozealot.

IraqiWalker, i suggest you do the same, and maybe if he wants to prove he isn't just trolling, he'll delete all of his posts and heavily edit his original post in order to make his point clearer, and less offensive, and try to get the thread back on track.

Edited by KamikazeRat, 24 January 2015 - 03:33 AM.


#67 Saobh

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Posted 24 January 2015 - 03:42 AM

View PostLily from animove, on 24 January 2015 - 02:36 AM, said:



yes I need to agree, I wrote it already in the urbie thread. the issue are the proportions.
the above mech is only 1/3 trashcan, while the original urbie is 1/2. this is then very much for human mind something "different". further the wideness is also off, because original urbie is half as wide as it is tall. but the concept of PGi is too "slim". also, the cockpit half orb is too small, it should be a bit bigger in relation to the "gun belt" below it is too tiny. maybe increase it by 10%-20%.

take your reshaped picture, it looks more urbie like, because it now is closer to the original proportions.

and here some pics:

original urbie, looking fine (of course because thats the urbie we started to love)
Posted Image

- snip -


Well based on the miniature (and a bit on the Sarna pic, I'd gather it would look a bit more like this :


Posted Image

a bit larger, legs are kept at the same length. main body is lower and the upper half of it has been widen in a Y shape. Still not the trash can look but a bit closer to what people have been salivating about since ... well forever on these forums ;)
(ps: weapons are kept in proportion from the original design)

Edited by Saobh, 24 January 2015 - 03:48 AM.


#68 KamikazeRat

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Posted 24 January 2015 - 03:49 AM

View PostSaobh, on 24 January 2015 - 03:42 AM, said:


Well based on the miniature (and a bit on the Sarna pic, I'd gather it would look a bit more like this :

Posted Image

They does look VERY urbie....ill just be happy with anything between these two.

#69 kodiakus

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Posted 24 January 2015 - 03:49 AM

Another vote for a modification!

The Urbie definitely needs to be shorter, going to Saobh's proportions would be excellent. If it were to be modified any more, I'd ask for a back that is less squared off by jump jets and side torso details, and a more rounded dome.

Edited by kodiakus, 24 January 2015 - 03:51 AM.


#70 Egomane

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Posted 24 January 2015 - 03:52 AM

View PostSaobh, on 24 January 2015 - 03:42 AM, said:

Posted Image

This shorter and broader version is much better then the original.

#71 Arnie76

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Posted 24 January 2015 - 04:04 AM

View PostSpades Kincaid, on 23 January 2015 - 11:27 PM, said:


Posted Image

Thoughts?

View PostSaobh, on 24 January 2015 - 03:42 AM, said:





Posted Image



I like those two, would love something similar to these two proposals, about Commando height-wise.

Also volunteering to be a member of the German Glass Collectors (may have to come up with something better or more silly).

#72 Nightshade24

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Posted 24 January 2015 - 04:32 AM

I kinda want an 'inbetween' of the two...

7% squish maybe?

#73 KamikazeRat

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Posted 24 January 2015 - 04:36 AM

View PostNightshade24, on 24 January 2015 - 04:32 AM, said:

I kinda want an 'inbetween' of the two...

7% squish maybe?

After looking at all the pictures. I at least want less waist, cut out as much of the waist as they can without clipping issues. i don't think its the width/height ratio bothering me so much as the waist...urbie doesn't need that much waist. But again, i'm just happy we're getting urbie, however it turns out.

Edited by KamikazeRat, 24 January 2015 - 04:39 AM.


#74 Navid A1

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Posted 24 January 2015 - 04:36 AM

View PostBishop Steiner, on 23 January 2015 - 07:00 PM, said:

Spoiler




Cuteness overload...!

#75 Odanan

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Posted 24 January 2015 - 05:13 AM

I started a thread for voting in the best UrbanMech.

Here are the options so far:
Posted Image

(BTW, how do I add a poll?)

#76 Matthew Ace

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Posted 24 January 2015 - 05:30 AM

You can't add poll in GD. You have to do it in Feature Suggestion.

#77 Ovion

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Posted 24 January 2015 - 05:33 AM

Honestly, I think a lot of the sleekness comes from the waist.
If you did this:

Posted Image
It mitigates a lot of that.

#78 Lily from animove

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Posted 24 January 2015 - 05:34 AM

View PostSaobh, on 24 January 2015 - 03:42 AM, said:


Well based on the miniature (and a bit on the Sarna pic, I'd gather it would look a bit more like this :


Posted Image

a bit larger, legs are kept at the same length. main body is lower and the upper half of it has been widen in a Y shape. Still not the trash can look but a bit closer to what people have been salivating about since ... well forever on these forums ;)
(ps: weapons are kept in proportion from the original design)


that would also work, because the waist is now not that slim anymore.

#79 Mirumoto Izanami

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Posted 24 January 2015 - 05:39 AM

View PostFupDup, on 23 January 2015 - 07:03 PM, said:

In regards to the bottom picture, I'm leaning more towards the one on the right. However, the hips seem a bit wide, but then again nearly everything in MWO has egregious thigh gap. It's like they're trying to give birth to Elementals in the field or something...



"Those are some nice birthing hips..."

#80 Saobh

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Posted 24 January 2015 - 05:40 AM

Well the 2 important points seem to be :
- no actual waist (or needs to be as large as the top part)
- large dome shape top/head

as long as those 2 variables are respected this is going to be our preferred " trash can" otherwise its going to look like generic light which for this case would be a bit of a shame.





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