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My new \"black pyro\" model (low poly for ingame)

Posted: Thu Oct 09, 2008 6:32 pm
by MetalBeast
Hi,

here my new \"work in progress\" model,
the new \"black pyro\" for D3U mod (descent 3).

more pictures in my image-gallery:
http://3d-get.de/metalbeast/images/index.php

Image

Posted: Thu Oct 09, 2008 6:37 pm
by Sergeant Thorne
The colors are a little garish, but otherwise it looks great!

Are those guns really going to be on the in-game model? That's a neat spin on the typical quad-cannon design.

By, \"(low poly for ingame)\" I don't think you mean that this is the low-poly version, do you?

Posted: Thu Oct 09, 2008 6:44 pm
by MetalBeast
Thx,

the textures are still unfinished draft,
for testing the UVW maps.
They will change for the final model.

And yes, this is the low-poly version,
except the gattling guns,
they are high poly, from my pyro GX model,
they have to be replaced by lower poly version.

This model without the gatling-guns has only about 2000 polys. ;)

Posted: Fri Oct 10, 2008 8:56 pm
by Kyouryuu
I was going to say... those Gatling guns seem really high poly. ;)

You know what might be kind of nice? If you put some trim around the cockpit window, like the stripes on your cannons. That's the only element of the ship that doesn't seem very \"grounded\" to the rest of it. I know that's how the original Pyro looked, but I'm just sayin'...

Re:

Posted: Sat Oct 11, 2008 4:54 am
by MetalBeast
Kyouryuu wrote:I was going to say... those Gatling guns seem really high poly. ;)

You know what might be kind of nice? If you put some trim around the cockpit window, like the stripes on your cannons. That's the only element of the ship that doesn't seem very "grounded" to the rest of it. I know that's how the original Pyro looked, but I'm just sayin'...
THX for comments.
Please keep in mind,
both, ship-mesh and textures are just draft and still work in progress. ;)

The original ingame pyro was looking this way:
Image

The concept (which I do not like), was this:
http://www.planetdescent.com/d3help/blackpyro.shtml

This looks too "comic like" for me.
So I try to keep the original DESCENT(1&2) modelling concept.

Posted: Sat Oct 11, 2008 6:17 pm
by Duper
ya know, I've always thought of that ship as being a bit of a hack job, both in looks and performance.

Posted: Sun Oct 12, 2008 2:10 pm
by DarkHorse
No, that's not the concept for the Black Pyro. That's a 3D rendering by an artist unaffiliated with Outrage.

Re:

Posted: Sun Oct 12, 2008 2:23 pm
by MetalBeast
DarkHorse wrote:No, that's not the concept for the Black Pyro. That's a 3D rendering by an artist unaffiliated with Outrage.
I know, but it is very close to the original concept, I just didn't found any picture.

now found one:

http://www.cdaccess.com/jpg/shared/fron ... sc3mer.jpg

Posted: Sun Oct 12, 2008 9:10 pm
by Duper
there needs to be intakes on the engine wells. Is similar to the GL in that respect. The tail fins are GX style. The nose is flatter as the payload is lighter. Just under a GL iirc.

Posted: Thu Oct 23, 2008 10:36 am
by MetalBeast
Here a small update for the black pyro:

- tried new texturing
- replaced highpoly gutlling gun with lower poly version ( 634 vs. 274)
- draft cockpit UVW maps und textures

Overall polycount: 2606

Image

Posted: Thu Oct 23, 2008 1:18 pm
by Duper
the intakes are wrong. check the screen shot above. They are like the GL intakes; in front of the engines and not on the sides like the Gx.

Black Pyro Movie from Mercenaries into.

Posted: Thu Oct 23, 2008 3:19 pm
by Aus-RED-5
This black pyro is meant to look like the GX model.

To me, the intakes on GL and BP are ugly.

I think what MB has done is awesome and stays truer to the old sckool Descent. ;)

Posted: Fri Oct 24, 2008 6:20 pm
by []V[]essenjah
It looks good. The problem is that I would just leave out the ugly purple shades all-together. They look a tad out of place, especially when we have team colors set up on it. Canopy looks good but I would model in the shape rather than leaving all the detail up to shading. The intakes are fine but I would work on the back of the engines.

Polys need to be reduced to about 1600.

Posted: Fri Oct 24, 2008 6:39 pm
by Duper
It's a black pyro, make it ...black? why purple?

Posted: Fri Oct 24, 2008 7:19 pm
by MetalBeast
OK guys,
thx for the comments and suggestions.
I will create completly new textures this weekend and remodel some parts. There are no intakes at the moment ;) I will create them at the engines.

Going below 2000 triangles will be very hard, than I have to remove the guttling guns.

I will see, what I can do.

Posted: Fri Oct 24, 2008 8:34 pm
by Sergeant Thorne
The way purple would work, IMO, is if you made it look as if it were a black that reflects purple. Ever seen a car or anything else with that kind of look? I actually don't know how you'd pull that off, though. I'm no artist. :P

Coming along great!

Posted: Fri Oct 24, 2008 8:57 pm
by MetalBeast
Well, here a quick test with other shaped engines (GX like) and completly black textures.

Just a quick and dirty draft,
as I said , I will make new textures these days.

2300 triangles.

Image

Re:

Posted: Fri Oct 24, 2008 9:07 pm
by Duper
Sergeant Thorne wrote:The way purple would work, IMO, is if you made it look as if it were a black that reflects purple. Ever seen a car or anything else with that kind of look? I actually don't know how you'd pull that off, though. I'm no artist. :P

Coming along great!
Yeah, I could see that. :)

Posted: Fri Oct 24, 2008 9:29 pm
by MetalBeast
You mean something like this?:

Image

Posted: Sat Oct 25, 2008 1:33 am
by Sergeant Thorne
Absolutely awesome!!