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New Doomsdaymachine Model

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11 years ago

Yay nay ? :D
Teamcolours Missing, Model by myself + Texturehackjob. Credits for Textures goes to PhillipK Scifi Pack ;)
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11 years ago
pretty!
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11 years ago
Looks scarry :)
Btw you can also add normal map and self illumination/emit map for glowy stuff.
We use normal map shader.
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11 years ago
Sure Sir, is it possible to have the glowmap changes with the teamcolour ??

Want the lights+some metalplates in teamcolour. Normalmap is in work too.
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11 years ago
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11 years ago
Yes glow can be team color based.
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Skasi
Looks great. Dangerous as it should. I wanna see a bigger (not longer) gun tho'! :)

What's armored mode gonna look like?
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11 years ago
I thinked about a shield for armored mode.
could look cool :)
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11 years ago
Looking good. A lot more threatening that the old model, which is good for such a destructive unit.
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11 years ago
It looks awesome! And kinda fits next to new LLT. Also, it have same proportions as old DDM so you dont need to change LUA much :)
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11 years ago
  • It is much smaller than current DDM if the model is scaled to fit the legs inside the current footprint.
  • It doesn't look particularly tough in the middle.
  • How does it enter armoured mode?
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11 years ago
+1 to pack animation and footprint issue (Though I would be content with increasing the DDM's footprint, anyone else?).

If you had the gun rotate upwards and then the circular piece below it lower with the whole turret, with the done closing behind it, that would work well and would not even require any texture changes, just creating a cylindrical 'lift' section for it to go down the middle.

I worry also that the texture is going to be too noisy or dark from a distance, that you'll lose any detail and it will appear grey. This is, of course, a problem with basically everything in Spring if you put a lot of detail on it. We'll see how it looks ingame though and with teamcolour.

You've also got a bit of texture stretching on the dome there, the 'screw' pieces. I know that can be hard to avoid when using circular pieces but it should be able to be solved.

Finally, when the gun is pointing downwards, towards it's base, it may clip into the metal side struts.
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11 years ago
footprint is a non issue, we can increase it.
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11 years ago
I am not sure that the heatray gun looks like it would fire something like that (4 barrels for 2 heatrays). I think it should be changed to a flamethrower or something.
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11 years ago
1. Thanks for all the feedback and ideas :)
2. I will add that idea with the lift.
3. footprintsize can be increased but maybe it fits ;)
4. Yeah you will loose a lot of details when you zoom out but who is playing spring for super sexy details ;) ?
5. Have a nice day its summer :D
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11 years ago
Barrels on the heatray are a non-issue, the current one actually only has one heatray if you understand how the unit actually works (It alternatives firing between barrels, just like the Warrior).

The thing about washing out detail: A unit needs a distinct and attractive appearance at average play distance. It's not that the details get washed out, it's that often they end up looking like random splotchy noise when you zoom out and break up the distinctive lines of the unit. Obviously we should wait until we see it in game before we can really say anything about that, but it is an issue more broadly.
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11 years ago
+1, because I don't like DDMs cannon being so high above ground.
* That makes it look thin and less massive.

+1, because old-model's heat-rays very close to the ground are likely blocked by wrecks and terra.

quote:
* It doesn't look particularly tough in the middle.


I think it looks tough enough (at least for unarmored mode).
-> Is Stinger not though for a 400m unit too?

The shield (armored) could look well.
* But then it would be nice to have it auto-enable in the time between shots.
* maybe disable it during about 0.5s before and after a shot.
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