Author Topic: WIP: STG-3R Stinger  (Read 614 times)

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Offline Sean Lang "Phil"

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WIP: STG-3R Stinger
« on: September 04, 2011, 03:10:44 AM »
Note: These models are NOT for MW:LL, I must make that clear, these are my own works for my own project.

Reference: http://www.sarna.net/wiki/images/4/4a/Stg-6l_stinger.png

STG-3R Stinger
1 Medium laser
2 machine guns

Note: Do not mind the laser in the left-forearm, it isn't going to be on the final model.








I posed the mech to match the reference art!
« Last Edit: September 04, 2011, 03:31:02 AM by [WiE] Phelan Kell »

Offline noisefloor

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Re: WIP: STG-3R Stinger
« Reply #1 on: September 04, 2011, 03:12:50 AM »
Yeah another "oldschool" mech!

Looks good from what i can see. I only could not enlarge those screens so i can only see the thumbnails.

Offline Sean Lang "Phil"

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Re: WIP: STG-3R Stinger
« Reply #2 on: September 04, 2011, 03:31:29 AM »
Fixed, for some odd reason it does not like ImageShack's thumbnail code...

Offline Knightcrawler

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Re: WIP: STG-3R Stinger
« Reply #3 on: September 04, 2011, 08:59:00 AM »
I was just looking at this mech last night. Looks good. :)

Offline Stahlseele

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Re: WIP: STG-3R Stinger
« Reply #4 on: September 05, 2011, 12:46:36 AM »
What are you planning for the cockpit?
If that square right in front of it is all the pilot gets to look out of, he will not see anything but his own feet O.o
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
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Offline Knightcrawler

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Re: WIP: STG-3R Stinger
« Reply #5 on: September 05, 2011, 02:29:32 AM »
That's not the glass. The glass is on the front/top.

Offline Stahlseele

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Re: WIP: STG-3R Stinger
« Reply #6 on: September 05, 2011, 04:06:44 PM »
aaah, now i see it . .
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
------------------------------
CPU: Intel Core 2 Quad Q9650 @4x3GHz
Memory: GSkill 2x4Gb DDR3 1333Mhz
Video: MSI N580GTX Lightning Xtreme Edition 3072MB
HDD: 2xWD Velociraptor74Gig10k RPM SATA  RAID0; 1x WD Caviar Black 1TB, 1x WD Caviar Green 2TB
Monitor: 2x24" Widescreen 16:9 1920x1080 native resolution
Windows Vista

Offline noisefloor

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Re: WIP: STG-3R Stinger
« Reply #7 on: September 05, 2011, 04:36:38 PM »
looks really good.

BTW: Would you tell my how you start your model? Do you use poly-by-poly modeling or another way?
Right now, i am always starting with an object like cubes, tubes and cylinder for my models / part of my models. Is Poly-by-poly a better way?

Offline Knightcrawler

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Re: WIP: STG-3R Stinger
« Reply #8 on: September 05, 2011, 05:16:35 PM »
Actually, it's not. It takes a lot of work to get the UVmap right and there to be no seems between faces if you do poly-by-poly. But maybe I don't know something.

Offline Sean Lang "Phil"

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Re: WIP: STG-3R Stinger
« Reply #9 on: September 05, 2011, 06:47:09 PM »
Everyone does it differently. And I think it really depends on what your modeling. If your modeling something like a battlemech, that does not have any schematics front/side/back, you can just use basic geometry to start getting the shape you desire. If your modeling a rifle, or something you have pictures of front/side/back, you can put those pictures in your viewport and model them poly-by-poly.

It is very cool watching someone do a model poly-by-poly in a speed/model video, but as I said it isn't the case when doing battlemechs, usually. What I do is start with basic geometry and go from there. I'll start with the torso, cockpit, arm and when I can use symmetry on stuff that is left/right ie: torso, cockpit. That way I don't have to do everything twice, for instance the arm of a battlemech I can just do one side and just use symmetry for the other.

There is a catch to this though, you must eventually detach the arms and than detach the pieces and parts. If you have specific pivot points it will take those from the original arm, so you must have a way to get that pivot point to the newer part. One way to do this is always begin your model at 0,0,0 coordinates. This way if you use symmetry you know how far off you need to offset something when you detach it and need the pivot point to be fixed.

For me though, proportion/scale is one of the biggest hurdles when doing battlemech modeling. Because we have no set proportions/schematics allot of the time it comes to just eye-balling things. I'll sit for a few hours modeling something and than realize it is to small/big, but that is what the scale function is for!!

Bottom line, is it is up to you the artist to find the method that works best. I do use 3dsmax, but you can model in whatever program you have. Each program just allows you to do the same things in a different route, and some are easier than others to do those things in. Hope this helps, and you can always find me on the 'Outreach' community teamspeak 3 server if you just want to talk modeling!

Offline noisefloor

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Re: WIP: STG-3R Stinger
« Reply #10 on: September 06, 2011, 01:11:14 PM »
Thank you very much for this advice.
Good to hear that i am on the "right" way ;-)

BTW: Keep up the work, im happy to see some new "old" models since i really miss them alot (where ist the locust, damit? ;-) )

Offline Sean Lang "Phil"

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Re: WIP: STG-3R Stinger
« Reply #11 on: September 15, 2011, 01:42:26 AM »
Update: Sept. 14, 2011: Been really busy with teaching but here is an update on the progression of the STG-3R Stinger. Do not mind the second laser in the left-arm that will be removed. This isn't completed, but is nearing the end!










Offline Stahlseele

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Re: WIP: STG-3R Stinger
« Reply #12 on: September 15, 2011, 07:23:19 PM »
Teh details! It are staggering!
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
------------------------------
CPU: Intel Core 2 Quad Q9650 @4x3GHz
Memory: GSkill 2x4Gb DDR3 1333Mhz
Video: MSI N580GTX Lightning Xtreme Edition 3072MB
HDD: 2xWD Velociraptor74Gig10k RPM SATA  RAID0; 1x WD Caviar Black 1TB, 1x WD Caviar Green 2TB
Monitor: 2x24" Widescreen 16:9 1920x1080 native resolution
Windows Vista

Offline Knightcrawler

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Re: WIP: STG-3R Stinger
« Reply #13 on: September 16, 2011, 12:53:44 AM »
*Sniffs* Gonna be doing some baking? ;-)

Offline Romeox

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Re: WIP: STG-3R Stinger
« Reply #14 on: September 16, 2011, 11:35:54 AM »
Note: These models are NOT for MW:LL, I must make that clear, these are my own works for my own project.

May i m allowed to know what your own project is ? ^^