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Author Topic: New rant model; WIP. inspired by +OPTIMUS'+ work.  (Read 42308 times)
{7}wrath


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« Reply #60 on: June 30, 2009, 02:43:31 AM »

I have begun the teeth!

An upper jaw full of them! I have a question for all of you: should I mess up the model a bit and make it asymmetrical and therefore more alien and scary? (If I do, it will be after all of the other edits.)
« Last Edit: June 30, 2009, 03:32:51 AM by {7}wrath, Reason: updated pic » Logged
Demolution


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« Reply #61 on: June 30, 2009, 07:41:02 AM »

I think you should... Asymmetry ftw!
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« Reply #62 on: June 30, 2009, 09:10:14 AM »

Nice teeth! I don't like asymmetry though Undecided
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+ OPTIMUS +


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« Reply #63 on: June 30, 2009, 10:55:13 AM »

a very strong +1 towards asymmetry!!!
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Nux


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« Reply #64 on: June 30, 2009, 01:55:39 PM »

Very cool model. Me likey much much.

Be careful with that asymmetry if you decide to go for some. It can make it look more natural but it can also make it look ugly if not done properly. As I see it, all pretty things have a kind of symmetry in them and if it's not reflectively symmetric it needs to have some other kind of pattern to it. For example you could have the messy irregular details of the skin very evenly spread and similar shape throughout (making sure to keep it small so as not to change the overall shape).
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{7}wrath


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« Reply #65 on: June 30, 2009, 02:26:08 PM »

Yay, nux commented on my thread!  Grin
Thanks for the tip, I'll take asymmetry carefully.
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{7}wrath


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« Reply #66 on: June 30, 2009, 08:59:41 PM »

Now with lower jaw goodness:

And a full view, of all the cumulative progress:
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mooseberry
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« Reply #67 on: June 30, 2009, 09:11:16 PM »

I think the tyrant would fall over on its face.. I don't see how the back could possibly support the front. The "torso" should be on top of the lower part, not attached in front of it.
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« Reply #68 on: June 30, 2009, 09:23:53 PM »

the back seems pretty heavy.
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{7}wrath


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« Reply #69 on: June 30, 2009, 09:58:25 PM »

Moose: I went from the assumption that the tyrant was not a centaur, but some sort of centipede thing that reared up on its hind legs.
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mooseberry
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« Reply #70 on: June 30, 2009, 10:05:08 PM »

So you think after he is done fighting he will go back to walking on his front "arms?" First of all he would not be able to walk on those blades, and the structure of his upper torso clearly implies that the muscles were developed to hold his head up high along with the rest of the top of the body. I don't really see him chaging down to a centipede. Anyway, what I was saying is that currently it looks like he has 2 different body parts, the front and the back and they have been super glued together. The two parts should flow into each other better, preferably by the lower part of the back section coming forwards more to support him.
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{7}wrath


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« Reply #71 on: June 30, 2009, 10:10:47 PM »

I agree that it currently looks like he has two parts glued together, but the look I am going for is that of a sinewy, flexible creature. If you look at the most recent side veiw, you can see that the torso has a sort of an S-shaped bend to it. If it/he were inflexible, how would it eat it's prey? I was thinking that for the charge animation it actually would drop down on all 8 appendages, but I'm not sure about it now..
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+ OPTIMUS +


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« Reply #72 on: June 30, 2009, 10:40:10 PM »

excellect idea for the charge.
or... you can also reverse it, so if he charges it "stands" up to 6 legs, otherwise it is "crouching" to provide the almighty 400HP defense system.
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{7}wrath


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« Reply #73 on: June 30, 2009, 10:56:41 PM »

I thought it would make more sense for him to be standing up in combat. That way he would be more intimidating and it would explain the larger hitbox and slash height.
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+ OPTIMUS +


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« Reply #74 on: June 30, 2009, 11:05:10 PM »

slash range is for the huge asymmetcic bionic scythe :-)

well ofc charging should be more "safe" so it would be the "crouching" position so you are right.

i'd really enjoy if aliens would have different hp/speed/heal rate/etc while having different 'stances'. (=secondary attacks/wallwalk/buildings under construction)
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success is the ability to go from failure to failure without losing your enthusiasm

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{7}wrath


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« Reply #75 on: June 30, 2009, 11:35:07 PM »

I've been working on sketching out the new polygonal structure:

Experienced modellers, please don't heasitate to point out flaws in the flow. (I'm looking at you, Redsky.)
EDIT:
do you think this is too highly detailed? (too many polygons already?)
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{7}wrath


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« Reply #76 on: July 01, 2009, 04:31:34 AM »


Way too many polys, I know. It probably never will get into Tremulous (On ioquake at least..)
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your face
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« Reply #77 on: July 01, 2009, 05:25:20 AM »

Looks nice. Wink

The legs, though, still look like they need to be more jagged to fit with the arms.
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« Reply #78 on: July 01, 2009, 11:28:08 AM »

I think that tremulous should use a more powerful grafic engine like the Xreal porting of Tremfusion...
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« Reply #79 on: July 01, 2009, 04:41:52 PM »

.              .              .             
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mooseberry
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« Reply #80 on: July 01, 2009, 06:22:08 PM »

Cool!
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Nux


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« Reply #81 on: July 01, 2009, 07:05:13 PM »



I'm really liking how this looks. Cheesy It made me want to mess around with it.



It's just a quick edit but it might give you some ideas. :]

I don't actually think the sharper head or the belly on my edit is better, just different. You might want to try spreading the front legs slightly (like I've done) to make it look like they're supporting more weight.

Keep up the cool work!
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{7}wrath


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« Reply #82 on: July 05, 2009, 09:05:33 PM »

I am here to prove to you that progress is indeed taking place:
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Winnie the Pooh


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« Reply #83 on: July 05, 2009, 09:24:42 PM »

I am here to show you that encouragement is indeed being given!
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« Reply #84 on: July 05, 2009, 10:15:22 PM »

toothless old tyrant telling stories to all the little dretchies in base.
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{7}wrath


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« Reply #85 on: July 05, 2009, 10:29:48 PM »

Yep, I removed the teeth for the retopology. (Jeez, I need to stop replying and start working!)
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{7}wrath


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« Reply #86 on: July 06, 2009, 02:27:28 AM »

Coming along nicely...
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Repatition


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« Reply #87 on: July 06, 2009, 04:21:18 AM »

amazing rant/but is the poly count low enough for trem,if not be cool to make animated short for trem!
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{7}wrath


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« Reply #88 on: July 06, 2009, 04:25:44 AM »

That was exactly my plan, actually.
The polycount is far to high for trem. The head as it is by itself has about as many polys as the entire ingame rant.
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Odin
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« Reply #89 on: July 06, 2009, 07:14:47 PM »

Who says you can't decimate the final model to get it under the 1000 poly limit? Keep the high-poly though, for when something does happen with the renderer.

What you can do as a demo is modify the maximum poly count for models in the source code. It would be cool to see a high-poly model in a q3 engine. Make sure you enable specular lighting for extra effect..
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