Re: Dragoon
My reasoning for slightly larger front legs is to reinforce the idea that this thing can pounce, and not just jump like a spider, as demonstrated with the diagram below:
Unvanquished is an open-source FPS game featuring team-based strategy and RTS elements, pitting humans against aliens in a futuristic setting.
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My reasoning for slightly larger front legs is to reinforce the idea that this thing can pounce, and not just jump like a spider, as demonstrated with the diagram below:
Any new dragoon shots, Osiris?
This is really hot....
I like the materials on his underside! Nice spec values. I'm looking forward to seeing more! :)
Update
Sorry I keep getting distracted
Good improvment! Anything else you want to do? Unsure about anything? How long until we can hand it over into the animation chamber?
Looks very good to me too. All it needs are eyes, I think? Nothing I'd change elsewhere.
over all im pretty happy, I would still like to work on detail a bit all around. I can get you guys a low res here in a couple days, and while it is animating I can still work on the texture. But I need to be sure that no major changes need to happen to the mesh at all.
Well, I feel that the front legs are quite a bit too big now, but I don't want to step onto Khaoz' toes. If he doesn't object, I'd say something between the old and new length could work well. I feel with those huge legs the dragoon looks like a slowly moving tank that is bulky up front but not like something that would actually pounce at you.
Another quick idea would be making both the rear and the front row of legs slightly bigger than the middle row (but not as big as the current front row). The reason behind this would be that it should be easier to pounce if your rear legs are strong, but it might also look odd if the rear legs were longer than the front legs.
I can adjust that no problem.
What's your estimate on the tris count of the low poly? I think 6-8k triangles would be okay.