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XCOMUFO & Xenocide

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Well, I've been doodling a bit this afternoon, and came up with this, could be a possible Sectopod. I've messed it a bit up in Photoshop, but it still shows what it is, I hope ^_^ as I see it, it would have 1 underslung Plasma Cannon. The only real problem I see with it now, is I made it towering high to look impressive, but it'll never be able to fit inside a house...

sectopod.jpg

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Reminds me just a little of the ED209 from Robocop. Instead of 2 weapon arms, just the single underneath.
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Damn!! Now you say so I have to agree :angry:

Let's all pretend we haven't seen that one, shall we ^_^

 

Edit: was it 209? Thought it was 109? Or was that the failed prototype?

Edited by j'ordos
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I think you're right j'ordos. That was a fun movie when it came out!

 

Don't worry about looking like it another creation. Everything's been made over and over, it's impossible to avoid. You could say the ED109 looked like the Marauder from Battletech, which was also used in Robotech along with several other mechs, causing a legal battle IIRC. Now if you put 2 PPCs on arms and an autocannon on top, then you've got a problem. But using what you currently have would work.

 

What about making it more of a cyborg, like the original? Should we avoid that because of similarities with xcom?

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Was that a cyborg? I thought it was completely robotic? But if it wasn't they shouldn't be able to sue us just because we make a cyborg when the original's one. I mean, as far as it's now we're having a furry biped as the reaper again :D
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Cyborg=cybernetic organism. Part living, part machine. The Terminator baby! :D Actually, Floaters are cyborgs too. I agree that as long as it doesn't look the same and we use a different name, then we're fine.
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Found a pic, ends up it was ED-209 afterall. There is a Quake 3 model out there for it too!:

ed209_580.jpg

Edited by Breunor
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I know what cyborg means, I just thought the Sectopod was a robot, not a cyborg..

Wait, let's see here: edit : image removed

 

But I must say, watching that pic of ED209, I find it less resembling my sketch already :wink:

Edited by j'ordos
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Guest Jim69
Seems to contradict its self a little. It says its a robot, i.e. CPU, but then it says about a telepathic link, i.e. A brain. Ne1 else confused?
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It just assumes that telepathy can be 'received' sort of like radio...a circuit on the proper frequecy could probably get instructions. It makes sense for a species that primarily communicates psychicly to have equipment they can control the same way. It's not that different from our voice-operated equipment.

 

-The Captain

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I think it needs shorter legs and more mass to torso..? Anyone agree? (I'm talkin about the bot)
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You mean: more able to swivel left/right, up/down?

 

Exactly! Currently the whole bot looks quite rigid and a tad bit off balanced. Sorry to be a pain, but then again I am an experienced pain in the butt... :LOL:

Edited by Aosar
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Guest Jim69
Maybe if there was a second join further down on the leg it could allow 4 more accurate positional change and balance, afterall it doesn't have 2 imitate human bipods and would allow 4 the robot to change from low 2 the ground in combat 2 high up 2 c over walls. If that wasn't 2 clear I'll get a sketch up 2 u.
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Hmm, somehow brings to mind the alien bot seen in Half-Life 2 promotional video's...

 

You could give those joints more manuverability, hard terrain in mind, plus to give a more 'alien' appearance...

 

What I mean is a sort of "ball" joint, like in shoulders and hips...

Edited by Aosar
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Yeah, it looks like it might fall over backwards.

 

However, i would just make the body of the thing bigger. I think the legs are out of proportion with the body, so try making it a little bigger.

 

I suppose you could make the legs smaller as an alternative. Has the same overall effect.

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The leg position is a personal preference thing, so long as the weight is balanced over the feet, which it appears to be. Perhaps the gun would look more manueverable if it was mounted on a swivel of some sort? Since the entire model will turn to fire anyway, it's not really needed. Looking good!
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It looks good, but how does it walk?

It has three joints: ankle, knee and hip. In it's high position it seems rather obvious. In its lower position it lifts up its foot by rotating its lower leg a bit forward around the knee, and then moves that foot forward by rotating the entire leg around the hip joint (meanwhile the ankle rotates as well, to keep the foot horizontal), and when far enough it lowers that foot again, and starts moving the other one. Or something like that :rolleyes:

Edited by j'ordos
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Yeah, the leg mechanics seem ok, but im trying to imagine where its centre of gravity is. With the legs on the outside like that, im sure it would fall over sideways if it tried to lift a leg.

 

Edit: Typo

Edited by miceless
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And here it is in it's lower position:

We might have to make changes on the legs as we model it. It might not be possible to get acceptable movement with the joint steup as it is. If that is the case we will just move the joints until it does work.

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All I've got to say is that the Sectopod is moving in the right direction...you may want to look at Ion's saucer (In the Asset List) to get some organic/machine look ideas...as well as engine glow and the like...not to copy but to inspire...
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To resolve the balance issue when stepping forward, include a "toe" on each foot that sticks out towards the other leg. It might require each foot to be a little different than the other regarding this toe, but you can have it cross the center line and thus under 50+% of the weight, and it would keep its balance. You could also adjust the hip area so that as it steps forward, it also leans some towards the other leg, which puts more weight over it for balance. This is all just animation issues, if you claim the use of a ball/socket joint at the top of each leg you're set.
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To resolve the balance issue when stepping forward, include a "toe" on each foot that sticks out towards the other leg. It might require each foot to be a little different than the other regarding this toe, but you can have it cross the center line and thus under 50+% of the weight, and it would keep its balance. You could also adjust the hip area so that as it steps forward, it also leans some towards the other leg, which puts more weight over it for balance. This is all just animation issues, if you claim the use of a ball/socket joint at the top of each leg you're set.

Yeah, i guess with the right words it can be explained away, but it just looked a little odd to me. Im sure we can figure something out to sort it. The extra 'toe' idea sounds plausible. In fact, isnt there a robot in a movie that uses that principle? Cant remember what though... :huh?:

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Like a hip joint, socket and ball.

 

*growl* I smite thee! :bash:

 

If you check the last page you will see that I said the following

 

Hmm, somehow brings to mind the alien bot seen in Half-Life 2 promotional video's...

 

You could give those joints more manuverability, hard terrain in mind, plus to give a more 'alien' appearance...

 

What I mean is a sort of "ball" joint, like in shoulders and hips...

 

But, then again, I didn't emphasize(sp?) my question much...

And what I meant was; what makes you think they won't work miceless?

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And what I meant was; what makes you think they won't work miceless?

I was reffering to Vaish's post earlier in this thread...

We might have to make changes on the legs as we model it. It might not be possible to get acceptable movement with the joint steup as it is. If that is the case we will just move the joints until it does work.
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Well, here is the latest addition in the alien ranks, the new and improved Sectopod Mk VI

 

Whoa! That look great! The tubes look a bit odd, but that's the angle, right?

 

Edit: Me, big ugly barbarian!.. Ye gods! Amazing how much a simple "s" can make a difference...

Edited by Aosar
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