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| General Discussion Post, chat, or discuss topics related to science fiction, 3D graphics, or something close to this. |
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| | #21 (permalink) |
| SFM Nugget Realname: Adam Join Date: Mar 2007 Age: 22
Posts: 23
| Yeah, I also think the legs were a step backwards rather then forwards; his design didn't really need it. I'm pretty curious as to where a lot of people got the idea of sticking legs onto an immobile structure from... :? |
| Check out Star Wars: Imperial Winter Today! [Seeking Talented Texture Artists and modellers] | |
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| | #22 (permalink) |
| SFM Nugget Realname: Adam Join Date: Mar 2007 Age: 22
Posts: 23
| A REMINDER TO ANYONE WISHING TO SUBMIT A DESIGN, THIS COMPETITION ENDS AT 23:59 GMT MONDAY, 7TH OF MAY (roughly 3 days from now) Final submissions to starwarsspring@gmail.com |
| Check out Star Wars: Imperial Winter Today! [Seeking Talented Texture Artists and modellers] | |
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| | #23 (permalink) |
| SFM Guru Join Date: Jun 2006
Posts: 180
| I think I'm pretty much done. Time's up as well so, here comes the final wip. First of all, let's officially say that I'm bad at radars. Anyway, I've made a telescoping tower as you suggested and it turned out quite well. I also redid the turrets and the missile launchers. The turrets should be obvious. the missile launchers are the blocky thingies on the roof next to the tower. There is also a proper door now. I thought of making a panel outside like on the endor bunker but decided not to. It's a bunker and as such the only way to open the door should be from the inside. ![]() http://i100.photobucket.com/albums/m...loudy/swc4.jpg Another render, this time with the radartower out fully. The missile launchers have been placed into firing position as well. ![]() http://i100.photobucket.com/albums/m...loudy/swc5.jpg Totally unnecessary information: The tubes are fed from the front like with those really old guns we have here. In other words, where modern weapons load the bullet near the grip, this one pushes it in from the exit. That's what that extended bit is for that sits in front of the actual launcher when in stored position. In my imagination, the launcher dips to stored position for reloading after each shot. Not very effective, but nice to see. And a final one, showing the back. The round circular thingies that are visible in front of the missile launchers are actually fans. I don't know how to do a low-poly version, so I stuck with a placeholder. ![]() http://i100.photobucket.com/albums/m...loudy/swc6.jpg Now the only things I'm not happy with are the radar on top of the tower and the sense of scale. It looks rather small right now. Ok, I'll export it to 3ds and obj format as well as the old wings format, zip them up and write a small information text to go along with it. |
| ,,Two heads are better than one. Two heads sharing one body means trouble the size of Jupiter. So the next time you ask for a second AI, captain, I'm going to depressurize the bridge." - Said by a certain AI in control of a military ship who loves practical jokes. | |
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| | #24 (permalink) |
| SFM Nugget Realname: Adam Join Date: Mar 2007 Age: 22
Posts: 23
| Nice Jack ![]() It's going to be real tough to come to a decision for these, we've got some great entries. I quite liked those drop down guns from the roof; but these ones work just as well. Here's the general line I've been posting on all the forums: There is now less then 24 hours to submit your designs. If no email is received, all information submitted in this thread will be assumed to form your submission (or if information is conflicting; the most recent submission). Submissions to: starwarsspring@gmail.com Good luck |
| Check out Star Wars: Imperial Winter Today! [Seeking Talented Texture Artists and modellers] | |
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| | #25 (permalink) | |
| SFM Nugget Realname: Adam Join Date: Mar 2007 Age: 22
Posts: 23
| An eleventh hour resubmission by RuneCrafter, who did the crab like thing seen earlier in this thread: Quote:
http://members.home.nl/daanbijkerk/ready1.png ![]() http://members.home.nl/daanbijkerk/ready3.png (NOTE: THOSE ARE OLD AND OUTDATED STORMTROOPER MODELS!) http://members.home.nl/daanbijkerk/ready4.png | |
| Check out Star Wars: Imperial Winter Today! [Seeking Talented Texture Artists and modellers] | ||
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| | #26 (permalink) |
| SFM Nugget Realname: Adam Join Date: Mar 2007 Age: 22
Posts: 23
| This Competition has now closed. Please contact me if you had any troubles submitting. Thanks to everyone who entered; stay tuned for the results! Thanks again to Comco for all his help in getting this competition up and running on SFM! |
| Check out Star Wars: Imperial Winter Today! [Seeking Talented Texture Artists and modellers] | |
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| | #27 (permalink) | |
| SFM Nugget Join Date: Jun 2006 Age: 27
Posts: 22
| Quote:
![]() good luck to all. | |
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| | #28 (permalink) |
| SFM Nugget Realname: Adam Join Date: Mar 2007 Age: 22
Posts: 23
| Star Wars: Imperial Winter has been moving along at an excellent pace in recent months. We have renamed from Star Wars Spring, to the far sexier Star Wars: Imperial Winter ( ), and have managed to get a full page spread in February08's PCGamer(UK). We have made leaps and bounds in content, having finished all of the units planned for the beta for both sides, and making leaps and bounds in our balance. However, I still have a lose end to tie up.The Winner of the Imperial Commander Competition Firstly I'd like to offer my sincere apologies to the people who took part in this for taking so long to announce the winner. Truth be told, we decided the winner of the competition within a few weeks of running it, and have had the completed design for several months. The reason we withheld the information was because we wanted the announcement to coincide with our beta announcements, which, to our naive past-selves, seemed quite close. The team then hit a bit of a rocky patch, so we delayed the announcement. We also submitted it to PCGamer when they contacted us - we thought it'd be a nice surprise to everyone if the winner was announced through there, but alas, it wasn't to be! So I'd like to thank the following people for submitting designs (in no particular order): - 1v0ry_k1ng - TRO - AF - Dr.Zais - Jack Cloudy - Daan - Runecrafter - Argh the winner of the competition was: Dr.Zais AND Runecrafter! Yes, after much private debate, we came to two finalists, Dr.Zais and Runecrafter. We concluded that we really liked elements from both Dr.Zais' design, as well as Runecrafter's design, but also found weaknesses in both. We contacted both Rune and DZ about this, and together they worked up a final design which was modelled by Rune and myself, mapped by Gnomre, and textured by me. Congratulations to both the winners, who did a fantastic job, and well done to everyone who submitted, it was a hard decision, and there were some very interesting designs. Let me walk you through the new Imperial Headquarters: ![]() The Imperial Commander is, as was mentioned in the competition, immobile. It is important to note that the Rebel Commander is actually a fully mobile vehicle. Your HQ is a smaller version of the Imperial Prefabricated Garrison Base. It came into use shortly after the empire fractured in order to keep planets under control for a fraction of the cost of the larger garrison bases that were used at the height of the Empire. A Star Destroyer can typically carry several of these, which are then delivered to a planet to keep the peace - or more typically, to subjugate the planet - and then keep the peace. These structures are self-contained, and designed to offer an Imperial commander everything he needs to ensure the planet remains under Imperial control. As an Imperial General tasked with wresting control from the Rebel Alliance, this is your centre of operations. If it dies, you will lose. Initially, your commander provides a small amount of resources in order to get your warmachine running. It is capable of producing Scout Troopers, Probe Droids and ProtoConstruction Droids. It is quite heavily armoured, but is unarmed. However, it is guarded by six Imperial Guards, the most elite Stormtroopers. These guards are dispatched personally via their own drop pods from an orbiting Star Destroyer. When they fall in battle, they are slowly replaced. Imperial Guards are dedicated in their service to the Empire, but they take their orders from higher up then you - and have only one mission - to protect the Garrison with their lives. You cannot control these troops. The Imperial Garrison is delivered with a bare minimum of facilities - this is to save space on the orbiting Star Destroyer. However, the garrison is modular in design, and once landed, can be upgraded with new abilities. These upgrades are forking, and one path will rule out another path (though you are able to 'downgrade'). You will have to select which upgrade path suits you or your situation best. Here is a chart displaying the upgrades: ![]() Note that in the beta you are only able to upgrade to military upgrade 3 / command upgrade 2. Here you can see images of the commander in its various states (and two at the end just for fun): ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Finally, a reminder to people wishing to be involved that we are looking for people to assist with modelling, texturing, explosion-effects and sound-effects, so please feel free to contact me if you are at all interested. |
| Check out Star Wars: Imperial Winter Today! [Seeking Talented Texture Artists and modellers] Last edited by Warlord Zsinj; 07-26-2008 at 03:47 AM. | |
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