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Low Poly Dreadnought

08-26-2008, 04:55 AM#1
Nuclear Arbitor
THis is a low poly dreadnought from warhamer 40k I'm made over the past 4 days. I'm planing on making it usable in game. so far it has 3 right arm attachments which are supposed to be attached via sphere: twin-linked lascannons, assault cannon, and a missile pod.

What else do I need to add/fix and should I make it higher poly.

I have never gotten as far as or attempted to animate texture something seriously before. which do i do first? Also, Does WC3 support dangly meshes? like ppl use on boobs in games like LinageII and Neverwinter Nights?

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08-26-2008, 07:39 AM#2
Tide-Arc Ephemera
Looks like a high-tech food processor to me, but nice work so far.
08-26-2008, 01:48 PM#3
Gorman
Very nice looking man!

Im loving this as a low poly model, have you thought of making an Epic Armageddon game for Starcraft 2 XD, this would be totally awesome in it!

Fix the claw tho, and the lascan is a bit spread out vertically between teh barrels. Sarcophagus detail would be nice, and some of the lights and targeters the Dreads have on the bottems of the sides of the sarcophagus would be sweet!

Good job man!
08-26-2008, 04:32 PM#4
abriko
I think that we can't have a good idea for now, the texture and posture will do a lot. Some part very low like the chest and some parts like the weapons have too many polygons. It looks nice but optimize it if it's for Warcraft3.
08-26-2008, 05:44 PM#5
Szythe
Your feet are overlapping. Spread them out a little.
08-26-2008, 09:15 PM#6
Nuclear Arbitor
the lascannon barrels are actually flat becuase i fucked up when i was resizing them and only used x, y instead of x, y, z. not sure if ill fix it.the barrels are 8 sided becuase its going to be big in game and you shouldn't have to many on screen. I'm not sure how many of you are familiar with it but its kinda like a hero, actually it is. the reason the chest is so low poly is becuase its very boxy, actually why i started with it. i have vague plans for scout, marine, terminator, grey knight, land raider, and rhino variants (predator, whirlwind). I'm hoping to get the detail in with textures but i don't know how thats going to turn out. the feet are over-lapping because thats the way i made it and i haven't started animating it yet.

as for food processing, you could use it for that and the marines encourage cannibalizum so i guess its an option. shredded, cooked, scattered, and crushed.

i also need to stick the flamer on the power fist but i'm not sure how to do that right now. i think i'd have to animate the flame in as a spell and then use a spell, like breath of fire with out animation to get it to work as all your spells and projectiles would be assigned to the right side. the other problem is the varying barrel lengths... thats gonna cause problems with switching right arms...

http://macragge.it.games-workshop.co...readnought.gif
08-27-2008, 12:01 AM#7
The Grey Knight
looks nice, bout time some people started making wh40k models other than pyramidhe@d at hive.
but his feet look really realyl fucked up. spread them out.
his assault cannon's barrels look kinda funny since they're directly connected to the shoulder.
08-28-2008, 04:47 AM#8
Warhunter
So nice! you have to finish this
08-28-2008, 10:12 AM#9
Daminon
Looks funny. :3
08-28-2008, 02:47 PM#10
TDR
yeah, well please submit this to the gallery when it'll be textured and all...until then, I'm moving this to the modeling forum, where you can keep updating it.
08-29-2008, 10:07 PM#11
Nuclear Arbitor
should i attempt to do the tubes/ammo belts? I'm not sure how well it will work if i cant use a dangley mesh though

yes its a stupid question: htf do i exit out of UVW unwrap without losing my work? if i press yes does it save it?
09-06-2008, 11:21 AM#12
TDR
...what? what "yes"?