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Primary Weapon Facelift:
Posted: Thu Mar 08, 2007 9:24 pm
by []V[]essenjah
Since Ferno doesn't want me to use his interpretation of the Fusion cannon, I made my own interpretation from scratch:
This is the low poly model intended for in-game use.
Right now it is too high poly but I'm sure I can sacrifice a few things. I designed it on the idea of cooling systems. The upper barrel, I will texture to look like the heatsink like the one on the bottom-base of the weapon.
Posted: Fri Mar 09, 2007 1:07 am
by Munk
Why does those weapons need a handle ?
I think plasma, napalm have them too...
Posted: Fri Mar 09, 2007 2:34 am
by []V[]essenjah
Not sure what you mean by a handle.
If you mean the front part, I'm not sure why so many seem to be asking about it when it was on the original cannon. I intended it as simply a support for the barrel and heatsink. If you mean the bottom, that is just a heatsink and a bunch of cables (maybe even heat pipe if you will). The top? Those are supposed to be some kind of connectors based on the original design.
Posted: Fri Mar 09, 2007 8:27 am
by Testiculese
Are those exhaust pipes on the side?
Posted: Fri Mar 09, 2007 11:12 am
by []V[]essenjah
Yup. It was just an interesting idea I had. I've made so many different exhausts for ships/guns/robots in my time that I wanted to try something else. It also has a different exhaust system in the back. Wanted to do something different for the sides that would add some decent bulk to the cannon. There are only oh-so-many ways to \"make it your own\". My attempt here is something designed to get rid of heat.
I also plan to add a purple glow to the exhaust on the back. One thing I don't like is that the barrel appears too long to me.
Re:
Posted: Fri Mar 09, 2007 11:15 am
by Sniper
Munk wrote:Why does those weapons need a handle ?
I think plasma, napalm have them too...
I never understood this either. In D3 they appear to have a handle. But in some of the models I've seen here produced by the community, they have what seems to be "connectors" or things that would in theory connect the item to the ship in some way.
Posted: Fri Mar 09, 2007 11:32 am
by []V[]essenjah
Original D2 Fusion had connectors. If that is a handle... that would be VERY uncomfortable.
Posted: Fri Mar 09, 2007 1:43 pm
by Munk
Maybe there's a better word for \"handle\" in english: I mean those things on all the weapons of the size of human hands -- just to be able to hold those weapons with both hands and pointing to someone.
I mean those handles look rather fragile. For a ship weapon I would rather think of a highly technical uniform connector which holds the weapon firmly in place and is able to disconnect it quite fast for changing.
But I suppose they have to look like human weapons, otherwise noone would notice that they are weapons ... just look at the scope on top of the super laser (in contrast to simple laser).
But hey, it's a game ^^
Posted: Fri Mar 09, 2007 3:37 pm
by Sniper
I have yet to see someone make an accurate high-poly high-res version of an actual fusion. The whoop-ass cannery was close but not accurate.
Posted: Fri Mar 09, 2007 6:12 pm
by []V[]essenjah
Heh, half of you complain that I don't make my own cannon, so I do. But when I make an original cannon, you all complain that I didn't make a 100% accurate duplication of the original cannon.
I think you have to change it a little bit though in order for it to be legal I would imagine. I could do it in about 30-45 mins though.
Well.... it wouldn't be high-res since this work is to replace the weapons inside the actual game. Not for pretty renders. If I were to work on a pretty render, I would create something totally unique.
Posted: Fri Mar 09, 2007 6:18 pm
by Sniper
I'm sorry. I didn't mean to flame at all. My comment was completely irrelevant to this post. Your model is looking 100% AOK! Keep going!
I just was saying that with all the people making models of the fusion, that an accurate recreation hasn't been made yet - or at least one that I have seen. That's all.
Keep going on your own version. Defiantly looks very good!
Posted: Fri Mar 09, 2007 7:03 pm
by []V[]essenjah
Nah, I didn't take it as an insult at all.
It didn't take all that long to create. Took me a while to think it up, but it's no big deal to me. I actually like constructive criticism as long as it is respectful.
I was just explaining to you why I took the route that I did.
This is just an alpha or beta if you will, of the cannon, so if people would rather I made it look accurate to the original, I would be happy to do that.
I just thought it was funny.
I know I can't please everyone, but everyone else tends to think that is an artists job. I just try to make myself happy and as many as I can along the way.
Posted: Fri Mar 09, 2007 7:43 pm
by WillyP
Looks great, man! Just wondering, what did you make it with?
Posted: Fri Mar 09, 2007 9:14 pm
by DCrazy
Looks like Blender.
Re:
Posted: Sat Mar 10, 2007 1:12 am
by MD-2389
DCrazy wrote:Looks like Blender.
Maya actually.
Posted: Sat Mar 10, 2007 3:53 am
by DarkHorse
Actually DCrazy is right; I use both programs regularly, and unless Maya 8 was drastically changed from 7 to look exactly the same, that's Blender.
Posted: Sat Mar 10, 2007 4:48 am
by DCrazy
You know you might be a geek when you can identify programs based on contextless screenshots of portions of their UI.
Posted: Sat Mar 10, 2007 3:32 pm
by []V[]essenjah
Yep, it's Blender. Not a bad program. I still want to get Max and Maya one day but for now, I'm pretty content with Maya since I only want to mod three games anyway. Descent, Oblivion, and UT2004.
UT2004 has Maya PLE, Descent and Oblivion I can use Blender for.
But yeah, I'm that nerdy too. I can now recognize most modeling programs by pictures of their UI too.
Posted: Sat Mar 10, 2007 10:00 pm
by []V[]essenjah
A little Easter Egg.... anybody remember these?
Posted: Sun Mar 11, 2007 2:24 am
by DarkHorse
Prox bomb / smart mine spikes were never that long, by the way.
Posted: Sun Mar 11, 2007 3:10 am
by []V[]essenjah
Not necessarily running by just the original design.
I discovered that I do need to add more spikes though.
Posted: Sun Jun 10, 2007 1:38 pm
by []V[]essenjah
Posted: Sun Jun 10, 2007 3:17 pm
by Duper
Are the spikes modeled at different sizes or is that a perspective thing by the program?
The spikes should be the same size all the way around.
I like the hexagon pattern.
Posted: Sun Jun 10, 2007 3:49 pm
by []V[]essenjah
The spikes actually revolve around a central point. I'll have to adjust this later. The UV map also isn't the greatest due to the way Blender handles spheres in UV mapping. Something I'm sure I will eventually be able to work around.
Posted: Sun Jun 10, 2007 7:55 pm
by Aus-RED-5
That look freak'n awesome Messenjah!
Good work bro.
Posted: Sun Jun 10, 2007 8:44 pm
by d3jake
Oooooo Really pretty! That's a really cool Prox. bomb!
Posted: Mon Jun 11, 2007 3:29 pm
by Diedel
I'd like to have these models for D2X-XL ...
Same goes for your hires robot models.
Shame you never bothered replying to my requests.