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3D Mwo Orion


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#1 Joe3142

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Posted 26 January 2013 - 04:12 PM

Set up a bit of terrain and textured it, but it is not overly detail as I have not really done much of this kind of stuff before and am learning it :P I have made and added normalmaps/ bumpmaps to the textures of the model (not overly visible in this render), so it now looks a bit better than before. Put one of the legs on a rock to test out the skeleton, and have also used a plugin for blender to render these images, which I'm also still getting the hang of.

For some reason when the images were uploaded they got a little pixelated (using a different site as to before because the other one reached the bandwith limit, but this one seems to pixelate them.)

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This cockpit render was done a while ago using the normal blender render.

Edited by Joe3142, 25 August 2013 - 03:48 PM.


#2 Adridos

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Posted 26 January 2013 - 05:17 PM

Amazing for a WIP model. :)

As far as suggestions are concerned, the easiest fix is taking down those Davion flags and rplacing them with SL ones. :)

As far as real suggestions are concerned, well, you could make the arms a bit bigger, just a little.
The connection between legs and the torso of the mech could stick a bit more to the concept art, but it seems it's mostly the WIP issue.

Aside from those, it's pretty good and sticks to the concpoet art fairly well for the most part. :P

#3 Heffay

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Posted 26 January 2013 - 05:50 PM

Blender?

#4 Heffay

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Posted 28 January 2013 - 06:18 PM

Need toe bones in your skeleton. ;-) Don't skimp on those! They do a lot.

#5 Sennin

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Posted 28 January 2013 - 08:29 PM

This is really great! Why haven't you applied and been hired for a job with PGI already? :P

I only have one criticism, when you placed the color of the glass on your last models it messed up the look of the cockpit. I suggest changing it to make it more of a smoked glass look.

#6 Viper69

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Posted 28 January 2013 - 08:37 PM

Looks like a large elemental suit

#7 Adridos

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Posted 29 January 2013 - 04:48 AM

View PostViper69, on 28 January 2013 - 08:37 PM, said:

Looks like a large elemental suit



Might you explain? I hardly see any resemblense at all.

#8 Viper69

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Posted 29 January 2013 - 05:18 AM

The angle on the missile rack and the arms and the proportions. I know elementals only have a two rack but the shape of the whole mech to me resembles an elemental battle suit.

#9 Bishop Steiner

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Posted 29 January 2013 - 05:30 AM

Hmmm...looks like an awesome 3D render of Alex's Orion re-design to me.

Which is good, as I was not sold on the 2D art, so maybe there is hope for the really fugly Blackjack and Jager mech ones, too.

#10 Magik0012

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Posted 29 January 2013 - 07:57 AM

Holy kats that is sweet!

The arms seem rather beefy for just MLas and on the version with 2xSRM4, I don't really dig the second one being bolted onto the shoulder, I would rather see it use some of the existing tubes in the shoulder. But that is just my $0.02

Awesome job with the model!

#11 Sean Lang

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Posted 29 January 2013 - 09:27 AM

Excellent work again Joe!

#12 Adridos

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Posted 29 January 2013 - 09:50 AM

View PostMagik0012, on 29 January 2013 - 07:57 AM, said:

The arms seem rather beefy for just MLas...


They've always been and so are they on the FD's concept art.

The ML itself isn't very beefy, but when you think of it, the arms are the 3rd most armored part of the Orion, being supressed only by the frontal CT and legs. The rest of the mech has a lot less armor. Which is represented fairly well in bith this and TT iterations of the design. ;)

#13 Redshift2k5

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Posted 29 January 2013 - 09:54 AM

Hot damn

Fine modeling there Joe. They should just buy the 3d mesh off you. ;)

#14 Adridos

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Posted 29 January 2013 - 12:13 PM

View PostRedshift2k5, on 29 January 2013 - 09:54 AM, said:

They should just buy the 3d mesh off you. :)

Thought about that as well when he made his Trebuchet model in the same fashion.

However, as per Odana's requests and a few alternations Joe has made himself on this model, they'd still have to rework it in a big manner and as such, it's not that good of a trade.

#15 Dirus Nigh

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Posted 02 February 2013 - 07:19 PM

This looks real cool.

I like how you detailed the cockpit as well.
I think the bottom two screens should be moved to the left and right of the control board. The location they are in now are to low. If I was the pilot I would need to look down towards my lap. The locations to the sides of the control board are rather bland. They are also good locations for a pilot to keep an eye on with out the need to turn his head away from the windshield.

#16 Jale

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Posted 05 February 2013 - 12:52 PM

If you want this model to be usable in the game you need to reduce number of polygons by transferring them in triangles, like, you can divide 1 square in 2 triangles and so on. Why? Because game engines can easier handle triangle faces (Assassins Creed 3 - when loading from scene to scene).

And unnecessary internal faces (your Vulture). You can see in some games when they crash (like Assassins Creed: Revelation, when you tumble trough the ground you can see empty houses from inside made only from external faces.

But I guess this is just been made for fun. Congrats on the work.

Edited by Jale, 05 February 2013 - 12:55 PM.


#17 Zypher

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Posted 06 February 2013 - 07:20 AM

The model overall looks great but those legs joints need some work, they are far too scrawny. If this mech were to fall they would probably snap. I feel it makes the mech looks unbalanced when looking at it straight on. Look at those beefy shoulder joints in comparison.

#18 SixstringSamurai

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Posted 06 February 2013 - 08:13 AM

That looks pretty cool.

#19 PropagandaWar

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Posted 06 February 2013 - 12:00 PM

I just have a request not a suggestion. On the multiple laser varients can you put a addtional laser slot? PGI looked to do it at the begininning but now a lot of the mechs have lasers firing out of a single weapon location.

By the way its awesome!

Edited by PropagandaWar, 06 February 2013 - 12:03 PM.


#20 Skadi

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Posted 06 February 2013 - 04:49 PM

View PostJoe3142, on 06 February 2013 - 04:39 PM, said:

Update- 07.02.13

Been doing a little more work on the model, beefed up the leg joints a little as Zypher said, and also made the additional laser slot more visible on the ON2-M variant of the mech. The right shoulder has also been modified, as in the concept art it looked different to the left side but is not that visible, so I just guessed what it would look like, not sure if I like it though.

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Your ON2-M has a lrm15 with artemis but the srm's dont have them?
Sorry just nitpicking :D





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