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Clavin12's Models and Concepts

Posted: Mon Apr 04, 2011 1:45 am
by Clavin12
This is a thread with my random sketches and models that I consider worthy of being posted here. To start things out here is a unit that developed in opposition to all the organic models.

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And this is something for a race that I came up with a long time ago. The model however is new. The idea is that you are look from the ground and the building is very large.

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Re: Clavin12's Models and Concepts

Posted: Mon Apr 04, 2011 1:50 am
by Iron Maiden
The first one;

"Ah, its going to reap my corn and reap my soul at the same time!"

The second one:

Alchameter things from teh Scion ending anyone?

Re: Clavin12's Models and Concepts

Posted: Mon Apr 04, 2011 3:18 am
by Zax
First one: First impression: neattttt second impression: BZ2 collisions strike again.

Re: Clavin12's Models and Concepts

Posted: Mon Apr 04, 2011 8:17 am
by Shadow Knight
Clavin12 wrote:This is a thread with my random sketches and models that I consider worthy of being posted here. To start things out here is a unit that developed in opposition to all the organic models.

[img]harvesty%20thingy[/img]
The legs are way too thin and it looks like it could be pushed over with ease. We've gone over this sort of thing before.

Re: Clavin12's Models and Concepts

Posted: Mon Apr 04, 2011 12:38 pm
by Clavin12
The legs are supposed to be thin in order to make it monstrous. If it makes you happy I can say that it has special motors in the wheels just for preventing that. However I can try it with different legs.

Re: Clavin12's Models and Concepts

Posted: Mon Apr 04, 2011 2:05 pm
by Shadow Knight
It's possible to look monsterous without looking flimsy. Take these for example.

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They don't look flimsy or able to be pushed over on a whim, do they? While your vehicle isn't exactly a walker, these are the things I thought of first when I read that you want them to look monstrous. Look at the designs people have come up with to achieve what you want to achieve and see why it works. They'll give you a good basis to go on.

You could also draw reference for techniques that the original BZ2 designers used on walkers and such, though I seem to recall pointing you at them in the past.

Finally, don't make the model to please me, make it to please yourself since it's your mod or whatever. If you truely believe it looks good like that, follow through. But this is at least something to think about.

Re: Clavin12's Models and Concepts

Posted: Thu Apr 07, 2011 2:38 am
by Clavin12
You know what's cool. If I save over a photo in my public dropbox folder it is updated here. Take the image of the tower for example.

Re: Clavin12's Models and Concepts

Posted: Thu Apr 07, 2011 2:42 am
by Clavin12
A Fae artifact:Image

Pay no attention to the horribly unrealistic vegetation.

Re: Clavin12's Models and Concepts

Posted: Thu Apr 07, 2011 5:58 am
by Shadow Knight
the image is giving me a 403 error and thus not loading

Re: Clavin12's Models and Concepts

Posted: Thu Apr 21, 2011 2:44 am
by Clavin12
Some old concepts I pulled up.
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Actually, this tree isn't old.
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Re: Clavin12's Models and Concepts

Posted: Sun Apr 24, 2011 12:08 am
by Clavin12
And here is a project I have been working on recently.
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