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Marauder Model Sneak Peak


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#61 MATRAKA14

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Posted 21 October 2015 - 12:31 PM

i hope for a good walk animation, nothing like the king crab one.

#62 Juodas Varnas

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Posted 21 October 2015 - 12:37 PM

View PostMATRAKA14, on 21 October 2015 - 12:31 PM, said:

i hope for a good walk animation, nothing like the king crab one.

I hope it's more like the Catapult's animation.
She has easily the best reverse-knee leg animations in the entire game

#63 Ultimax

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Posted 21 October 2015 - 12:42 PM

View PostMister Blastman, on 20 October 2015 - 05:21 PM, said:

I don't really like the huge air intakes along the side of it. What are they? Why are they there? It doesn't fly nor change into a jet so they look out of place. And before someone says they are fusion reactor inlets... well... that means they aren't armored and they'd be some sort of Deathstaresque tunnel where a single, precise shot could melt down the entire powerplant.


Fup's answer is probably correct, but I like mine more.

PGI was afraid this mech might be remotely XL viable, so they needed those exhausts to increase the size of the side torsos.

#64 patataman

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Posted 21 October 2015 - 12:51 PM

View PostBishop Steiner, on 21 October 2015 - 11:49 AM, said:

got a simple way to answer it. In december, I'll screen shot it in my Mechlab, then overlay it on the orthos.

No guessing involved.


But, but, but... December!

We want to know nao! Uhm no, actually, we want to pilot it NAO :lol:

#65 Bishop Steiner

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Posted 21 October 2015 - 12:56 PM

View Post0bsidion, on 21 October 2015 - 12:13 PM, said:

Admittedly it's been a while since I worked with 3D Studio Max, but it is possible to 'freehand' a model. I'm not saying that's necessarily what's happening here. But there's usually two reasons deviations occur from 2D artwork, when you make a model, by eyeballing it or by being forced to cut down on the poly count.

OK, I guess there's a third and fourth possibility, and that is the person making the model just isn't very good at following a drawing, or they're taking 'artist's licence' with the thing.



No, it kind of gave me that impression as well.

4th reason.... clipping issues or other limitations force redesign

#66 Hydrocarbon

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Posted 21 October 2015 - 02:02 PM

I'm with the others that don't like the big rear air intakes. The forward-slung arms already pose a risk to the side torsos, why make the ST's larger? I can understand attempting symmetry with the large cannon "seat" on the right, but a good deal of IS mechs are not symmetrical anyways.

#67 Bluttrunken

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Posted 21 October 2015 - 02:05 PM

I don't think I'll be disappointed with this purchase.

Edited by k05h3lk1n, 24 October 2015 - 04:24 AM.


#68 Chados

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Posted 21 October 2015 - 02:48 PM

Not enough like buttons. I like this take on the classic Marauder. I'm pleased to see it and I'm glad I bought in.

#69 zagibu

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Posted 21 October 2015 - 02:49 PM

It looks like a two-seater.

View PostHydrocarbon, on 21 October 2015 - 02:02 PM, said:

I'm with the others that don't like the big rear air intakes. The forward-slung arms already pose a risk to the side torsos, why make the ST's larger? I can understand attempting symmetry with the large cannon "seat" on the right, but a good deal of IS mechs are not symmetrical anyways.


It has more to do with weight balance. If you look at it from the side, you can see that the center of mass would be shifted towards the front, if you made the exhaust areas smaller.

Edited by zagibu, 21 October 2015 - 02:52 PM.


#70 Strum Wealh

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Posted 21 October 2015 - 04:03 PM

View PostAlistair Winter, on 21 October 2015 - 06:51 AM, said:

It looks pretty good to me. My only major objection is the huge cockpit. It doesn't quite fit in with other MWO cockpits and it looks unnaturally exposed, like some dinosaur nasal bone / horn structure. The cockpit wasn't so prominent in the concept art, and as far as I'm concerned, this is another ball dropped by the 3D artists (albeit a small ball).

I give it an 9/10. Other than the cockpit, it's one of the prettier mechs in the game.

View PostBishop Steiner, on 21 October 2015 - 10:21 AM, said:

Is it just me or does the cockpit look a little more pronounced on the model?

Not complaining, I actually think it looks a little better that way, but wondering if I am imagining things. 2D to 3D can be hard to tell without actual measurements.

The screenshot from the Instagram post does seem to be at roughly the same angle as the concept art POV, and it does look like the body has been shortened a bit in the 3D rendition. :huh:

Also, there is still too much glass, IMO - it could do without the sections rearward from the first piece of glass (e.g. everything behind the strakes/intakes), replacing that with armor plate. :rolleyes:

#71 Mazzyplz

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Posted 21 October 2015 - 05:33 PM

this is too awesome, good job

#72 MeiSooHaityu

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Posted 21 October 2015 - 06:02 PM

View PostUltimatum X, on 21 October 2015 - 12:42 PM, said:


Fup's answer is probably correct, but I like mine more.

PGI was afraid this mech might be remotely XL viable, so they needed those exhausts to increase the size of the side torsos.


The older versions of the Marauder had pods that stuck out and were located in the same spot. I think it is a call out to that old design.

#73 Bishop Steiner

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Posted 21 October 2015 - 06:06 PM

View PostMeiSooHaityu, on 21 October 2015 - 06:02 PM, said:

The older versions of the Marauder had pods that stuck out and were located in the same spot. I think it is a call out to that old design.

ah but it's easier and better to make unfounded claims because it's not "meta".

#74 Tennex

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Posted 21 October 2015 - 07:27 PM

View PostJuodas Varnas, on 21 October 2015 - 12:37 PM, said:

I hope it's more like the Catapult's animation.
She has easily the best reverse-knee leg animations in the entire game


along with cataphract

#75 Bishop Steiner

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Posted 21 October 2015 - 07:29 PM

View PostTennex, on 21 October 2015 - 07:27 PM, said:


along with cataphract

don't think they will ever top the Cataphracts cockpit, though.

#76 Clayrock

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Posted 21 October 2015 - 08:45 PM

Looks like a decent model. Well done PGI.

However - my OCD will not let me "unsee" the fact that the top of the arm pods are slanted down towards the barrels, rather than flat across the top of the pods. For some reason, I just cannot get past that design detail enough to buy the mech. Maybe at some point it will grow on me...

So far, I haven't noticed any "show stopper" details on the Warhammer, so I went ahead and got it.

-Clayrock

#77 Mordric

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Posted 22 October 2015 - 03:10 PM

is this going to be the best looking mech and possiably the worst DPS or Snipeing mech?

They Need this modeler to work on all their mechs for now on..

Edited by Mordric, 22 October 2015 - 03:10 PM.


#78 Lykaon

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Posted 22 October 2015 - 03:21 PM

View PostMister Blastman, on 20 October 2015 - 05:21 PM, said:

I don't really like the huge air intakes along the side of it. What are they? Why are they there? It doesn't fly nor change into a jet so they look out of place. And before someone says they are fusion reactor inlets... well... that means they aren't armored and they'd be some sort of Deathstaresque tunnel where a single, precise shot could melt down the entire powerplant.



Maybe not inlets but outlets?

Vents for waste heat?

So that in the event that someone somewhere in the Inner Sphere realizes that heat seeking missiles are THE way to go for killing mechs those missiles would have some easy targets maybe?

#79 Strum Wealh

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Posted 22 October 2015 - 03:31 PM

View PostLykaon, on 22 October 2015 - 03:21 PM, said:

So that in the event that someone somewhere in the Inner Sphere realizes that heat seeking missiles are THE way to go for killing mechs those missiles would have some easy targets maybe?

They kinda already tried that... ;)

"When using infrared sensors, any time a unit that tracks heat is 'hot', it can be more easily detected. For each heat-induced MP modifier on the target, the range of a sensor is expanded for that unit(s) by 1 hex; add 1 additional hex if the unit has been hit by an inferno attack, or is standing in a hex that is on fire. For example, a player is using a ’Mech IR sensor and rolls a 5, resulting in detection of any unit in that sensor’s medium range bracket (hexes 11–20). However, a ’Mech with 15 points of heat (inflicting a –3 MP modifier) is at hex range 8, three hexes away from the medium range bracket. The infrared sensor spots the “hot” unit. If the ’Mech only had 14 points of heat, or if it was at hex range 7 (four hexes away from the medium range bracket), it would have remained undetected." - BattleTech Infrared Sensors, Tactical Operations, pg. 223

"Against heat-tracking units that have overheated, Heat-Seeking Missiles receive a to-hit modifier equal to the heat-induced MP modifier for the target. (For example, if a target BattleMech has overheated by 12 points - producing a –2 MP movement modifier - the missiles receive a -2 to-hit modifier.) An additional modifier of -2 applies if the target is currently on fire, or if the target is a Fighter, Small Craft, DropShip, or WarShip and the line of attack passes through its aft hexside.
Against non-heat tracking units or units that have not overheated, Heat-Seeking Missiles receive a +1 to-hit modifier.
If a flight of Heat-Seeking Missiles is fired into or through a hex that has been set on fire, a +2 to-hit modifier applies to the attack as well." - BattleTech Heat-Seeking Missiles, Tactical Operations, pg. 369

#80 Ted Wayz

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Posted 22 October 2015 - 04:24 PM

View PostCathy, on 20 October 2015 - 06:21 PM, said:

I actually prefer Alex's older sketch, but having said that its a good piece of work and the 3D model looks great.

Yeah, it actually looks menacing. Like a war machine.

Make it the special geometry peez.





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