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Saturday, September 22, 2012 - 15:07

@surt: modular wrists will definitely make it interesting. Replacing a hand with a minigun is way to go.

I did a basic socket for weapons. As before this is for a 1x1m object.

The human model for size comparison from http://opengameart.org/content/cleaned-base-human-models 

Saturday, September 22, 2012 - 08:59

Alright, I have done clamps and rails for the mech body for the modules. This is a tiny mech so it has only one module slot. I hopefully will have sometime for weapon mount this weekend.

Wednesday, September 19, 2012 - 23:33

We have added mini map support and some bug fixes. However, the development will be halted until February. Probably we will start development again with some drastic changes.

Tuesday, September 18, 2012 - 14:19

I guess we should wait for Nushio to translate or use google translate and may be it would be easier to understand that way. As far as I understood from the ginglish, he is proposing a new workshop on organic modelling. Something like that.

Monday, September 17, 2012 - 13:52

If you ask me, both Julius and riidom are right. Without proper textures, animations and rigging, having these assets are not very useful. However, Julius has a point, not everyone can do these. So, what I propose is the division of tasks. Lets produce some raw models, then whoever is able may take and animate or create textures for it. Until a model is fully complete we wont count it finished. Therefore, at the end there will only be fully usable models.

@surt: My modules will be placed just like the weapon parts embedded inside the second and the third mech. I believe it would be best to place heat sinks on the back.  

Monday, September 17, 2012 - 02:03

@Skorpio: Lego mechs didnt crossed my mind but not a bad idea either. After finishing modules, I will design for weapons and propably armor plates. When I think about mechs the first example comes to mind is mech commander, hence the modular system.

Also, your mech looks awesome. 

Sunday, September 16, 2012 - 07:01

I worked a bit on modular components. Its still a WIP, probably top and bottom rails should be alot larger so that the module will be able to "sit" on them. There can be 2-slot sized components or slots and two components can be batched together to fit in to double sized slots.

Saturday, September 15, 2012 - 07:52

@Julius: I dont think a modular system will make things harder. Initial aim was to create something similar to spaceship shipyard, modularity will make that target reachable. By modularity I dont mean legs, arms, cockpit  (at least it was not my first intention). With modular weapons, and other add-ons, a mech modeller will only need to model the mech, not the weapons and other stuff. When I got the time I will create a sample and templates for these attachment points.

Friday, September 14, 2012 - 14:37

Modular design would mostly be for add-ons. But being able to choose different style legs for different units would be nice too. To avoid tiny-legs-on-heavy-torso problems, every part designer (or someone who is willing) might define limits for parts (like weight). I hope I will have some designs to show by monday.

For unwrapping part, all I can do is to select smart uv project and modify it to fit texture space. I always have issues with scale and aspect ratio problems.

Friday, September 14, 2012 - 08:44

Bart, is it possible for active workshop to have a separate section in homepage, just like recent art? 

I have started working on a system for mechs to have standard slots for extensions, like weapons, cooling, fuel units etc. It will also be very nice to have a common scale too. I tend to have blender units in centimeters. But considering mechs, this could lead to very big numbers. May be it should be meters? I think having common scale and and standard slots will make mixing easier.

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