Hi all, I’m a long time 3d designer and animator new to blender (been using it about three months since I moved to south Korea to be an English teacher). Before I’ve used Open FX and some other open source programs as well as a short stint with 3DSmax.
I was starting to get frustrated with the restrictions I faced with open FX, most notably the bad effects that frequently cropped up in shading with even quit simple models. I didn’t really like 3dsmax either, it’s very powerful but a little too complex for my needs.
Anyway, I’m just starting a new project, mostly inspired by my memories of the old Mechwarrior 2 mercs intro. I want to use retro CGI styling to create a game concept based on a giant robot fighting game.
My plan is to create some concept art models to show what I want in an eventual game, and to make a kind of tech/game play demo using the Blender game engine. I face many restrictions and difficulties in this project but I think I’ve accounted for most of them.
As this thread is about making a game model, I’d appreciate it greatly if people could answer some connected questions as I go along. It will help me to optimize the model, discarding things that just won’t work right from the start.
Here’s a quick image to wet your appetite, it’s the working design for the game model, I’ve decided to use several separate objects instead of a single articulated model, this would allow later to model battle damage and such. The smaller objects obviously have less faces per Texture sheet, but will be only 128 or 64 pixels rather than the 512 or 256 for the main body.
The prototype is called the black widow and is an atntitank/anti mech/antiturret design with twin railguns. The game demo will feature this robot vehicle attempting to destroy a base and convoy protected by turrets.
My idea for an eventual full scale game is a multi player dynamic universe based on several moons in a gas giant system. It would feature team based gameplay heavy on the team roles, such as convoy escort, base assault, scouting etc… with points and awards gained based on completing tasks rather than just eliminating enemy players. Each vehicle would be designed for a specific role but could be customized for several others. The main thing that would shape game play is realistic robot movement, for example slow turn rates and limited weapon field of fire to eliminate the standard circle of death tactics common to all mech combat games, as well as the idea that heavy radiation from the gas giant makes radar, radio and all other non-line of sight communication or target acquisition systems unusable, creating a game atmosphere more like a WW1 aerial dogfight or WW2 tank combat scenario than a futuristic high tech combat type game.
I’ll post another picture once I’ve got around to making a detailed in game texture (pre-baked obviously)
Originally I wanted to use an environment map to create a reflective chrome effect for certain parts of the model, but I’m beginning to suspect that wouldn’t be possible with the game engine.
Here is a render of another model I’m working on, it’s less than 300 faces currently but that will probably increase quite a lot when I add the four legs and the gun on top. This one is a high speed scout design with a single 360 degree railgun mounted on top and jumpjets for short hops across the landscape.