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

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

Post 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
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Post 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?
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Post 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. ;)
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Post 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'...
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Post 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.
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Post by Duper »

ya know, I've always thought of that ship as being a bit of a hack job, both in looks and performance.
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Post by DarkHorse »

No, that's not the concept for the Black Pyro. That's a 3D rendering by an artist unaffiliated with Outrage.
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Post 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
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Post 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.
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Post 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

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Post 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.
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Post 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. ;)
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Post 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.
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Post by Duper »

It's a black pyro, make it ...black? why purple?
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Post 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.
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Post 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!
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Post 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
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Post 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. :)
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Post by MetalBeast »

You mean something like this?:

Image
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Post by Sergeant Thorne »

Absolutely awesome!!
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