Game Development Community

Mech- Wip

by Radoslaw Marcin Kurczewski · in Game Design and Creative Issues · 12/13/2005 (4:40 am) · 26 replies

Seems that I am doomed to work with walkers (not that I do not like it). Here is a concept (and yes, it is supposed to look like chicken), I am supposed to finish it quite soon so I guess WIP thread will not hurt anybody.

www.rkgalery.com/walker_WIP01.jpg
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#1
12/13/2005 (5:31 am)
So you'll be modeling this? Looks cool, feels very organic for a mecha.
#2
12/13/2005 (5:37 am)
Yeah.. u should go and model it!
#3
12/13/2005 (5:51 am)
Oh sure, I think it will be finished today (in terms of geometry of course, texturing will take a bit more)

www.rkgalery.com/walker_WIP02.jpg
#4
12/14/2005 (9:54 am)
Base geometry finished- time for details

www.rkgalery.com/walker_WIP03.jpg
I am seriously considering TSE- not because I do not like TGE but TSE seems to offer much more "showoff" options and to be honest I am not aiming at something really innovative- just an eye candy. What do you want ? I am but a pixel pusher, not a designer or code geek. Nice mech shooter is all I want.
#5
12/14/2005 (9:57 am)
Where are the gunz?
#6
12/14/2005 (10:01 am)
Not there yet. They will be mounted on sides of this "wings" (which are actually ammo containers) at the end of legs and under canopy. Briefly I've been considering this stance as "rest" pose, with head moving to horizontical position when active but I gues that would be overdoing it.
#7
12/14/2005 (10:04 am)
Yea it was more of a fun question. I like the design. Yea that would have to be a rest or bottom of walk post. Because of nose clearance to the ground.
#8
12/14/2005 (10:08 am)
Glad to hear that (and I do not mind fun at all- honestly speaking this mech does not look seriously to me in any case ;))
#9
12/15/2005 (6:31 pm)
Ok, here's more or less finished geometry. Radio antena and mechanical joint at feet are still missing but it hardly changes a thing. This huge barells are rocket launcher/ shield generators/laser guns- whatever (honestly speaking I am not sure myself. 4065 triangles with driver and cockpit, tomorrow goes to my wife for texturing.

www.rkgalery.com/walker_WIP04.jpg
#10
12/20/2005 (2:16 pm)
Ok, here is first texture layer- no markings or colours, just "out of factory" version.

www.rkgalery.com/walker_WIP05.jpg
#11
12/20/2005 (2:26 pm)
Really nice model and texture. It was nice seeing it from concept to a semi-finished product.

Do you do contract work?
#12
12/20/2005 (3:19 pm)
Thanks Willbkool. I hope you will like finished version as well. Contract work ? From time to time we are doing someething for our old customers- not as often as we used to, mainly because we have permanent contract that keeps us well fed.
#13
12/20/2005 (3:49 pm)
Hi Radoslaw,

Just an observation, if the huge barrel is a weapon system, then it can only attack or fire when at rest and not walking or running. It seems that when the legs move forward the weapon system will be pointing upwards.
#14
12/20/2005 (4:10 pm)
Sure, and you are right (that actually might be good for gameplay, slowwing it down a bit and making planning an important element of it) as long as there is no autonomic targeting system compensating for moves of legs or/and self guided rockets. Center of each gondola will be "mount point" for weapons so let us see how it works with them.
#15
01/21/2006 (7:10 am)
That's a unique design. It has a 'lower profile' than the usual mech walkers. I'd like to see the finished product, as well as an in-game screenshot.

Very nice.

-Keith
#16
02/16/2006 (2:20 pm)
Working on other task I found some time t put this one into HL2 engine- IK on legs, three shaders, animated character inside, ragdoll- here is how it looks like at the moment:

www.rkgalery.com/walker_HL2_1.jpg
#17
02/17/2006 (4:35 am)
Cool! You're a pretty well skilled artist Rad!
#18
02/17/2006 (4:44 am)
Thank you very much- glad you like it.
#19
05/22/2006 (5:06 am)
Oh my god! The black chicken of doom has come for me once again!
---

Uhm... About the IK for the legs. I've been pondering IK-solutions for walkers for quite some time. How to get them to walk properly down hills and such (ed209 + stairs). By properly i mean, not wave about with their legs in mid air.

I read an article from the developers of MechWarrior 4 in which they explained how they used about 150 animations for each mech and blended them. I think that sounds a bit, well... inefficient. Sure, the artist has more control of the movement. But what if one could do it on the fly? Here it comes... "PROCEDURALLY". The magic word strikes again.

Aaaaanyways.. i've got some basic ideas on how to do all of this.. procedurally..

Wouldn't it be possible to "just make" bezier splines from/to where the foot should be placed and then, with realtime IK implemented, move the foot to this new spot?
#20
05/22/2006 (5:24 am)
Model looks good, texture is a bit wishywashy and could do with a fair bit of work imo. it just lacks a lot of contrast and detail.
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