Dragoon

Models and textures for players, weapons and buildables.
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Viech
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Re: Dragoon

Post by Viech »

Well I guess right now it looks like it's too much because the legs are so bulky, on your concept #1 the proportions looked rather fitting (except for maybe the small claws). I also prefer the torso shape of your concept over the current thorn-heavy approach.

If you're having problems fitting the claws around the mandibles you could experiment with reversing them so that they punch/stab from below.

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RXMT
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Re: Dragoon

Post by RXMT »

I have work only a little bit on it recently, it's looking bad right now because its very rough, but I'm mainly trying to get the proportions right.

I have enlarged the front claws and thinned down the legs

Image

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Viech
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Re: Dragoon

Post by Viech »

I think it could look good if the corpus position was a bit lower and the upper tips of the legs a bit higher, similiar to the marauder or a real life spider or ant where the corpus is close to the center of mass.

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RXMT
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Re: Dragoon

Post by RXMT »

Sorry its been a long time, here is my progress, Still trying to find the right shape/silhouette, before I work more on details

I'm not so sure about the position of the arms...

Image

Image

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-R.

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Viech
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Re: Dragoon

Post by Viech »

I like the new body position more but I find the proportions are still not optimal yet. Here's a few things I would try:

  • Make the body a bit bigger, especially wider.

  • The claws need to be a lot bigger and longer so that they could reasonably slash at enemies in front of the dragoon. Right now the mandibles on the side of the head are also in the way, so you should adjust angle and/or attachment position of the claws so that they can move freely (you could also adjust angle/attachment of the (first row of) legs to make more room). Try to make the body wider first, it should give you more space. The last resort would be reducing or removing the mandibles but I like them and hope that's not necessary.

  • Overall I find the legs are a tad too filigree and exposed now, small adjstments to their length, width, shape and distance to body could help stress the durability of the dragoon. Maybe the proportions of the Marauder could be an inspiration, it is the next smaller alien class with a similiar body shape and it has bigger claws and stronger legs.

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kharnov
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Re: Dragoon

Post by kharnov »

Viech, you posted the dretch, not the marauder.

This is the marauder: https://www.youtube.com/watch?v=oDv-xz3sgpU

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Viech
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Re: Dragoon

Post by Viech »

Thanks, fixed that.

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RXMT
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Re: Dragoon

Post by RXMT »

Did many change to the legs, claws and body, hope you like it.

Also, small question: should the model be symmetrical once I get to the details? Or symmetrical only in proportions?

Image

Image

Image

Image

-R.

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Viech
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Re: Dragoon

Post by Viech »

Hey, this looks a lot better! :smile: I'll ask our lead animator gavlig for input on the limbs as soon as he's back from his pause but I think this will work fine (legs definitely will, not 100% sure about claw strike animation though).

The corpus looks really nice, too.

The model doesn't need to be entirely symmetrical from a technical perspective but keep in mind you can have much more texture detail if it is since you can spend the entire UV space for only half of the model. I think all of our alien player models are entirely symmetrical for that reason.

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kharnov
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Re: Dragoon

Post by kharnov »

Fantastic!

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