robot concepts.

Projects around retexturing and remodeling Descent

Moderators: Frustikus, simX, Aus-RED-5

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blarget#
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Postby blarget# » Fri Jun 11, 2010 9:56 pm

and Diedel doesnt like that, i bet if he got the chance, he would go back in time and help develop the game with no human shaped robots. :lol:
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_Dorthoor_
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Postby _Dorthoor_ » Fri Jun 11, 2010 11:04 pm

blarget# wrote:
is this what you guys were looking for?


wow. I'd suggest you to add some more detailes then just increase poly-count. for instance - you got the guns triangular - and i think that they should be circle shape.
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blarget#
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Postby blarget# » Fri Jun 11, 2010 11:08 pm

yeah but since they are apart of the model, i cant take them off without restarting.
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firebingo
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Postby firebingo » Sat Jun 12, 2010 12:28 am

Shouldn't there be a option to seperate and merge objects. I know 3ds max has that. Seems like a simple thing to have really.
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Postby _Dorthoor_ » Sat Jun 12, 2010 12:38 am

blarget# wrote:yeah but since they are apart of the model, i cant take them off without restarting.

then whats the point of making the same looking low poly into same looking high poly. I mean -you have poly -to make detailes out of them Otherwise they just require more calculations showing the same result.
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blarget#
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Postby blarget# » Sat Jun 12, 2010 1:00 am

what i ment is that i didnt use multiple pieces so i cant seperate. i started wit hone cube and stretched it out to the shape by excruting.

EDIT 4000 views woot! new record for any of my threads ever!
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firebingo
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Postby firebingo » Sat Jun 12, 2010 2:27 am

Ah that sounds like the hard way to make it. But if it works. There should still be a function to disconnect the polygons for the gun from the rest of the model. If there isin't oh well. It looks fine.
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blarget#
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Postby blarget# » Sat Jun 12, 2010 1:20 pm

there is a tool called "collaps", but its a very bad tool to use if you have more then 8 surfaces connecting something to another. i tryed and it made a whole bunch of inverted messes.
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Postby Aus-RED-5 » Sat Jun 12, 2010 1:35 pm

To me, you need to stick with the old, but yet make it new.

You don't need to round edges and make things smooth, rather give more shape and make things more detailed.

For instance.

TRON:
Image

TRON Legacy:
Image

See how they stayed to the original? They gave more shape but with more detail!

This is how you need to work on the robots. ;)
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blarget#
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Postby blarget# » Sat Jun 12, 2010 1:40 pm

i guess, but for the light hulk (this whole time i thought it was called med hulk) that design i made that looks like a boss is staying cuz i like it. i will detail the heavy bot tho. (as you can see im starting to make plates on it and such.)
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_Dorthoor_
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Postby _Dorthoor_ » Sun Jun 13, 2010 1:39 am

Aus-RED-5 wrote:To me, you need to stick with the old, but yet make it new.

You don't need to round edges and make things smooth, rather give more shape and make things more detailed.

For instance.

TRON:
Image

TRON Legacy:
Image

See how they stayed to the original? They gave more shape but with more detail!

This is how you need to work on the robots. ;)


Very good example...;)
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Postby Alter-Fox » Sun Jun 13, 2010 4:03 am

blarget# wrote:and Diedel doesnt like that, i bet if he got the chance, he would go back in time and help develop the game with no human shaped robots. :lol:


If that's true I second Diedel...
Honestly the game designers had so many other options for polymodel enemies (Descent being one of the first games to use them), it seems like a waste of creativity that so many of them were so blantantly anthropomorphic. This is one reason I like D2 better.
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Postby Weyrman » Sun Jun 13, 2010 4:27 am

Concentrate on what the bot was originally designed to do and design something weird, yet blocky, even compact. On the whole, these are mining bots: rugged, compact and streamlined. Suitable for small tight spaces.

My 2c anyway.
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firebingo
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Postby firebingo » Sun Jun 13, 2010 5:39 am

Very good point. Remeber the whole purpose of the bot is to mine. They don't maybe necessairly have a lot of detail in them either. (which is why we are remodeling them now I guess.) they are meant to be small and durable. (which makes you think why are the bosses so big?) also on a unrelated topic. I've now been inspired to remodel the descent 2 robots. Which I will be posting on another forum soon.
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blarget#
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Postby blarget# » Sun Jun 13, 2010 3:48 pm

so there is alot of opinions flying around and alot of people agreeing to certain ones. keep to the original design, no wait make it not human shaped! keep it blocky and simple, oh make it detailed and complex! i cant do both guys.

but i tryed anyways XD
this is what happens when i take both sides and mix it. is it good or bad?

PEST D2
Image

I've now been inspired to remodel the descent 2 robots. Which I will be posting on another forum soon.


um..... i have sortof done that (hinting pic on top)

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