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Tuesday, September 25, 2012 - 16:10

The licenses used on this site are all standard Creative Commons and Free Software Foundation licenses. There is nothing in them specific to games, video or otherwise.

Attribution alone is enough for some licenses but not all.

Monday, September 24, 2012 - 15:56

Monday, September 24, 2012 - 15:55

Sunday, September 23, 2012 - 04:31

Mocked up a basic mesh. Just over 1K tris with minimal accessories.

Blend

Saturday, September 22, 2012 - 10:10

Tuesday, September 18, 2012 - 06:08

I think joining all the seperate parts in one object and one texture rather defeats the purpose. Being able to vary configurations in game would be one of the coolest benefits of something like this.

As for rigs I (a far from experienced rigger) would think that per-component rigs with IK to a minimal whole-mech control rig (for foot and arm targets, torso and pelvis orientation).

A couple of thoughts:

Generator/Power Supply which I forgot earlier, though it could of course be totaly contained within the body.

Given you'll always want a matching pair of legs and that the pelvis prettymuch just connects the legs together they could be combined into a single part: chassis. Thought the would prevent possible cool designs with a merged torso and pelvis from having variable legs.

Another thing I forgot is jump facilities. These would often be built into the body, but also have tiltable jet/rocket nacelles in place of arms and single-burn JATO style disposable jump rockets.

Monday, September 17, 2012 - 05:31

cemkalyoncu: Can you give me a diagram of how they would be fit into a mech?

I envisage something like the following:

With the possibility for combined parts such as legs-feet, cockpit-torso, torso-pelvis, etc.

Saturday, September 15, 2012 - 18:00

Sunday, September 9, 2012 - 00:11

I'd rather see something like this as an ongoing community project than a finite period challenge.

Funds could be used to hire an artist to develop a starter set like with the LPC which then sets the standard (poly budget, texture density, texture types, etc.) for community expansions to the set.

I could certainly chuck a few bucks at a thing such as this.

Tuesday, September 4, 2012 - 08:51

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