Unit Preview: Ork Dreadnaught

The Great Apple

Big Cheese
Joined
Mar 24, 2002
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Oxford, England
I know I shouldn't start on another unit before my last one is finished... but I have :mischief:

Here is a quick preview of an Ork Dreadnaught, weapons suggestions would be helpful, as well as colour schemes, and/or textures.

EDIT: Now editted
EDIT2: Unit complete, previews removed
http://forums.civfanatics.com/showthread.php?t=95349
 
You're gunna need to redo your model...

Ork_Dreadnought.jpg
 
You should make the smaller Killer Kan while you're at it...

Ork_Killer_Kan_x3.jpg
 
Goldflash said:
You're gunna need to redo your model...

Lol - the good thing about orks is that is doesn't really matter what the model looks like, cos they don't build to set specs - they just make it up as they go along. Most of the model is based around the same concepts, and bits look similar, but the end result is still a crazy killing machine.

unscratchedfoot said:
apple, that looks like a Lego monster :)

Lol, yes it does at the moment. Scaled down to civ size and with textures, and a bit more radom metal bits it should start looking less legolike :)
 
Still, I like the 'Rounder' version to your 'squarer' version. I also think you should switch the the saw baldes and the guns. Just cuz.
 
Goldflash said:
Still, I like the 'Rounder' version to your 'squarer' version.
Hmmm, I could fiddle with the sides perhaps - are there any other opinions on this?
Goldflash said:
I also think you should switch the the saw baldes and the guns. Just cuz.
Probably a good idea - the saws won't be able to get footers where they are.

EDIT: Had a quick go at this, and added a few texutes - it's still quite fat - what does everybody else think? (Preview at the top)
 
The wires joining the arms and legs should be much much thicker, if they stay the same then they'd be pretty much invisible ingame. other than that it's pretty good, maybe lighten it up a bit cause some features arn't very noticalbe
 
Ok, updated the preview above to show attacks B and C as well. I'm not too happy with the saw attack, but I'm not quite sure what I don't like about it... I'll fiddle around a bit
 
The Great Apple said:
A preview of the fortify-attackA-attackB-attackC animations. Any comments?

EDIT: White splotches are black...

Experimenting with missiles. So did I. Their is a problem with yours though. It appears as if you used a magenta cloud or something, because when your missiles fire, they have a magenta shaded tail... which is cool because it will be alpha blended, however..... It kind of looks like in game it will make the background come through the body of the mech.
 
Neomega said:
Experimenting with missiles. So did I. Their is a problem with yours though. It appears as if you used a magenta cloud or something, because when your missiles fire, they have a magenta shaded tail... which is cool because it will be alpha blended, however..... It kind of looks like in game it will make the background come through the body of the mech.

It will, but I had enough trouble with dark smoke on my bike, and the only solution was to alpha blend the smoke. It's pretty much a toss up between this, and no transpareny at all.
 
better to have no transparency than to see the background through the mech, IMO.

could you make it dark smoke over the mech and then switch to transparent?
 
The Great Apple said:
It will, but I had enough trouble with dark smoke on my bike, and the only solution was to alpha blend the smoke. It's pretty much a toss up between this, and no transpareny at all.


I don't have access to my unit's missile attack, and it looks pretty poor, but I'll tell you what I did.

I meshed a sphere, twisted it and pulled it, rotated it, and then morphed it, with a missile on the end.

I thn gave it one of Open FX's textures..... (cloud I think), and made it go from solid to completely transparent, and expanded it a bit in the last few frames.

Your clouds looks alot better in a geometric sense, as mine had a pretty poor mesh. But I'll show you the end result when I get home.
 
You can render the smoke separately too... dunno how's that possible in OpenFX but it seems that Civ3 units were done this way. You would have 2 storyboards, one with the unit, the other one with normal (gray/white) smoke. The smoke layer would overlay the unit. Then (in photoshop etc.), select the background and split the smoke layer with this selection. So you would get 1 layer with smoke overlaying the unit (which could be set to some transparency) and 1 layer with smoke overlaying the background (which would be changed into magenta so that it alpha blends).

The unit is ok, good that there's 2nd preview since the 1st one spins so fast I couldn't tell anything ;)
 
embryodead said:
You can render the smoke separately too... dunno how's that possible in OpenFX but it seems that Civ3 units were done this way. You would have 2 storyboards, one with the unit, the other one with normal (gray/white) smoke. The smoke layer would overlay the unit. Then (in photoshop etc.), select the background and split the smoke layer with this selection. So you would get 1 layer with smoke overlaying the unit (which could be set to some transparency) and 1 layer with smoke overlaying the background (which would be changed into magenta so that it alpha blends).

The unit is ok, good that there's 2nd preview since the 1st one spins so fast I couldn't tell anything ;)

I have considered this option... using the "clone brush" in PSP 7.0.

I'll post a shot of what I have when I get home. Perhaps had I used nurbs, the cloud would have come out looking a little less blocky.
 
embryodead said:
You can render the smoke separately too... dunno how's that possible in OpenFX but it seems that Civ3 units were done this way. You would have 2 storyboards, one with the unit, the other one with normal (gray/white) smoke. The smoke layer would overlay the unit. Then (in photoshop etc.), select the background and split the smoke layer with this selection. So you would get 1 layer with smoke overlaying the unit (which could be set to some transparency) and 1 layer with smoke overlaying the background (which would be changed into magenta so that it alpha blends).
I don't really understand what your trying to explain here. :(
Ok, let me tell you what I think you are trying to get me to do...

Any chance you could explain Neomega as you are using the same software as me, and seem to know what to do...
embryodead said:
The unit is ok, good that there's 2nd preview since the 1st one spins so fast I couldn't tell anything ;)
What browser are you using? For some reason it runs fast in mozilla, but when I try opening it up in IE it works fine. If you download it to your PC it should work.
 
Yep, I'm using Mozilla, guess that's it.

As for the thing I was trying to explain, I noticed I needlessly complicated it... there was no need of splitting anything. So, I'll try again since it has nothing to do with the software...

So... normally you render the unit and make a storyboard with SBB, right? What I mean, is to render the unit without the smoke to storyboard A, then rending only the smoke (normal smoke, in grayscale not magenta) to storyboard B. Then in 2D editing program such Photoshop or PSP, when you paste storyboard B over A, and set B's transparency to say 50%, you will get the proper smoke as in Civ3 units - magenta (alpha blended) over the background, but normal grayish smoke partially covering the unit. Note that it must be done in RGB (before the civ palette is applied). Hope I'm clearer now ;)
 
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