Yes, basically that's all. I don't remember weapons though. I just hope that none of them are shooting their lasers from under the water.
Ok, request taken. Weapons should not be a big problem (just hope I'm not getting ahead of myself too much - we'll see).
Every unit must be turned into ship, or you have a selection (some may look a bit weird in my opinion)?
Also need the waterline placement (nifskope-> side screenshot -> red line on the picture), unless you'd decide to do ajustements to your taste later.
Should they fire laser/plasma (the FF fx) or standard weapon fx?
I thought that those units can be converted instead of being rebuilt from scratch.
Sure they could, but:
1- we need the original models - i don't
2- it requires Blender's plugin and Deliverator's converter to be set up and work - it's not the case
This is the main reason I build units from scratch instead of converting. From my part, converting is boring, never or almost gives a satisfying result compared to the time spent in the process, mostly requires a UV remapping because of vertex count reduction. In terms of creativity and from my point of view, it's completly sterile. I accept to do this when it can be done in three clicks, without installing a tool that requires a tool that requires a tool (ad lib)... to work.
I think we have some spider animations somewhere. Could that work as the animation? 4 legs removed, other 4 used?
So you just need more screenshots about units to do them? How many do you need? Or is it better to have some videos about the unit in action?
Better, there's a four-legged mechanoïd from EE2 with two or three weapon effects. I will use this one.
In general, for vehicules, I work with four/five views pictures, like this:
Flying Elephant Design B Heavy Tank
www.wardrawings.be
This allows me to build an acceptable model with correct proportions.
With a (not so) little work, it also allows me to make acceptable textures. I frequently use wavefront,sketchfab or turbosquid visualizers (when available) for both modeling and textures.
It also works with "biological" models but it requires lot more work. The important is that the front/rear/top/side (two sides if assymetric model) are 0°: front is exact front, side is exact side, etc...
In the case of your gigantic machine, it will be complex: legs are 45°. So if you want "realistic" textures, then I'll need the same for the legs. The more precise accurate the picture, the better the render.
Sidenote to future requesters:
All these preliminary tasks, from the first search to the first vertex I create, represent 450-500 minutes of work on the average. And time is a ressource that I have less and less. So asking for something you're not even able to name with no other source than a vague picture of a far object will probably result in you getting nothing (from me).