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Alien Grenade Concept


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#1 Ion

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Posted 09 July 2003 - 02:25 PM

I had some sparetime and made these conceptarts
Very quick modells. But please let me know if someone maybe is in teh right direction for this version.

Best Regards
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#2 GreatGold

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Posted 09 July 2003 - 02:36 PM

Hey -

I really like the right-most one. I think these are definately a good direction to take.

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#3 miceless

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Posted 09 July 2003 - 02:44 PM

Would be interesting to see those being thrown. I think they might bounce a bit funny. The middle one could be used as a frisbee, though. :D

Sorry, being serious, they do look good. The shaping and design do look on the right track.
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#4 Breunor

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Posted 09 July 2003 - 05:54 PM

I also like the one on the top/right. Gives it more flare than the standard ball 'o death. The ring could become the alien prox grenade for v1+.

#5 Breunor

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Posted 09 July 2003 - 05:56 PM

Oh, btw the in-game one could just be a faceted ball, with those details textured on. But what you're working on would be great for the X-Net, which is what all the concept models should be of course.

#6 c4t

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Posted 09 July 2003 - 08:38 PM

the concepts are nice. Bruenors idea using the ringed one as a proxy grenade in v.1+ is a cool idea.
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#7 revenant4

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Posted 09 July 2003 - 10:17 PM

You know I had to pop my head in when I see Ion is the topic starter...alright enough kissing a$$...gotta say it gives the alien grenade a rugged, "You're going to die now!!!" look...I wouldn't want to see one of those rolling my way if you know what I mean...as always good work...everytime I see one of Ion's pics it looks like a final draft more than a rough... :D

#8 Ion

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Posted 19 November 2003 - 03:01 PM

And this is a new concept for the Alien Grenade

I was thinking Wouldn't it bee nice if you can get the alien grenade to stick to things like walls of a building or something like that.

You might have a procentage to get it to stick on the wall.

If you could you could scan of the second floor of an building pretty fast and might evenb injur a alien standing on that floor.

Just some ideas

Best Regards

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#9 Ion

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Posted 19 November 2003 - 03:03 PM

If you'rre unable to see exactly what this look like you can ask me to sen d you another rendering with maybe just one with a better perspective

;O)

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#10 Ion

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Posted 19 November 2003 - 03:05 PM

forgoten to tell the poly
Alien_Grenade_01 808-Polys first image
Alien_Grenade_02 3408-Polys second image


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#11 X-Clu-Zif

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Posted 19 November 2003 - 03:06 PM

I really like the latest one... can I get a polly count though... you normally surply them, but maybe you didn't this time because it was too big...

#12 Ion

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Posted 19 November 2003 - 03:08 PM

the latest one is exactly like the first image with a wire cage around it
so about
810 polys

;O)
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#13 Cpl. Facehugger

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Posted 19 November 2003 - 03:12 PM

It is beautiful! I love it! :)

However, the stick-to-buildings idea will have to wait until version 1+ It is a good idea though.
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#14 mikker

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Posted 20 November 2003 - 07:45 AM

looks alien alright :)

i would call that an "alien organic granade"

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#15 Breunor

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Posted 20 November 2003 - 08:37 AM

An nice visual design, will look nice in the X-Net. It's correct that sticking to walls and such has to wait for v1+, but the spikes/studs are handy for stopping it from rolling after it's thrown. Nice work Ion, welcome back!

#16 Ion

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Posted 20 November 2003 - 08:54 AM

thnx
guys

I'm glad to be back!
:D


/
Ion

#17 Jenny

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Posted 20 November 2003 - 04:59 PM

THe alien grenade should be like a small sphere on top of a larger sphere, and there should be some alien technology around the middle that could only be defined as alien "rope". Possibly a trigger or a button to 'prime' it.
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#18 Vaaish

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Posted 20 November 2003 - 05:55 PM

not bad. you are improving.

My suggestion would be to see if we can make it not quite so spheical to shave off enough polys to drop this down to about 500 for the ingame stuff. the Xnet should be fine though I'd like to see the tips of the spikes at the end blunted. We don't want the aliens skewering their hads with them as the reach for it no matter how humerous it may be.

#19 SupSuper

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Posted 21 November 2003 - 04:17 AM

my only comment is... how do you prime it?

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#20 Ion

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Posted 21 November 2003 - 03:26 PM

This is the latest
at your request
;O)

/
Ion

the left one
456Polys

middle one
1400polys

Rigt one
5600polys

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#21 Ion

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Posted 21 November 2003 - 03:29 PM

This is a straight copy of the last one but with textures
;O)

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#22 X-Clu-Zif

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Posted 21 November 2003 - 03:38 PM

OUCH... I love it... especially the very last one, but then again it's the one with most polys isn't it...

#23 Breunor

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Posted 21 November 2003 - 03:51 PM

Sweet looking models Ion. Vaaish, wouldn't we just use a much simpler shape in the battlescape, and texture on the spike details with a bumpmap? The model will be so small that anything over 100 polys would be lost at the zoom level we'd see IMO. But the 5600 poly model will be great for the X-Net, as it's under our 6K limit. :happybanana:

#24 Vaaish

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Posted 21 November 2003 - 06:00 PM

we could probaably do that. in fact how about the spikes pop out when the grenade is primed. befoer that tehy lay flat against the surface?

#25 mikker

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Posted 22 November 2003 - 06:16 AM

there are many ways you can lower the poly count with.

1) remove the 4 outdrops on the upper level. you wont see them.
2) make the main body less smooth. it could be droped down to, say, 30 polys?
3) the lower spikes could come out of the edges of the body, without any detail on the main body itself. you won't see the diffrence.
4) the little pludge at the top could be textured, not geomerty.

Edited by mikker, 22 November 2003 - 06:17 AM.

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#26 Ion

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Posted 24 November 2003 - 06:28 AM

tnx mikker
but I have already made it with less polygon.
I don't want to sound rude if I do I'm truly sorry
but
I've been working in max for 6 years.

But ofcourse I appreciate your concern
:D

I really do.
!!

So here is what I made


200 polys

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#27 Ion

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Posted 24 November 2003 - 06:30 AM

and this one is just 96 polys


Best Regards
/
Ion

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#28 Breunor

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Posted 24 November 2003 - 09:18 AM

The last pic will be fine for the battlescape, the texture will provide all the detail we'll need for something so small. You could probably reduce the polys even more, but I doubt we're going to have dozens of them laying on the ground primed at one time anyway, so that's up to you... :D

Can you post the model and texture files in a zip here so either Deimos, Drewid, or myself can take a look at it? I think it's good to go with maybe a little texture tweaking, I'll let the others know to take a look if they haven't already.

#29 X-Clu-Zif

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Posted 24 November 2003 - 01:49 PM

Last one is great for the battlescape... And about the "old" ones, the high poly one... I just love it :wub: ... X-Net entry here we go...

BTW have anyone done an X-Net entry on the granade yet... otherwise I'll do it, when I'm finished with the homeworlds... (which should so far be sunday for the ones I can do now...)

#30 Breunor

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Posted 24 November 2003 - 02:13 PM

If it's not in the creative text assetlist as assigned, it's free game. If someone is listed but hasn't posted feel free to PM them about it.

Hey Ion, from the looks of it the high poly version is the first choice, on the far right of your pic 'o three. When you post it in the zip format, could you also include a pic showing the various angles:top, side, front, and perspective. I'd like to use that format for the assetlist screenshots, as it's the most informative IMO. Thanks!

#31 Ion

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Posted 25 November 2003 - 07:00 AM

Here it is.

;O)

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#32 X-Clu-Zif

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Posted 25 November 2003 - 08:13 AM

X-Net entry...

"It explodes as nicely as it looks..."

Ok I admit I haven't written anything yet...

#33 Nurrin

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Posted 05 August 2004 - 08:23 AM

Allo,
As a mostly casual observer of the project I'd like to say that the level of artistry involved in this project always impresses me. Like all the other posters, I love the last of the grenades and the original ring concept. Iíve a few thoughts on improving both; please forgive me if the ideas are posted in the wrong area, as they will probably be both creative-text and image related.

Alien Grenade:
Although the model is going to be simplified for the battle-scape use you can probably still give the illusion of the spikes bellow and button-like object above being important by having the soldier model press the button on the top and push something in on the bottom before throwing it. The button on the top could also serve as a blinking 'armed' light as it lands and rolls around doing its alien-like thing. I'm not sure what the intended functionality of the grenade is beyond being the alien equivalent of the beloved earth-grenade... but perhaps the spikes at the bottom of the unit give the grenade limited control over the direction it flies and/or rolls toward nearby life forms (human, alien, or other?). The blinking light would also make it visually traceable as the player watches it fly through the air and bounce along menacingly toward their troops.

Ring device:
As mentioned above, the ring device could make an excellent proximity device. The controls could be located on the outer portion of the ring (either flush with the surface or on a small box?) and it could do it's business by feeding streams of polarized plasma/elerium (sp) from the inner numbs into the center where they react and cause the explosion when the victim walks into the vicinity. On the battlefield it would probably just look like a circular ring and then have a small animation showing the two streams shooting to the center before the explosion? It could have a really nice double-coned explosion radius from either end of the ring making it perfect for attaching to walls in passageways. If there is room for the comic element, the ring (made from alien alloys) could be more resistant to the blast and would most likely clatter spent to the floor after it demolishes the surface it was attached to.

-NT

P.S. Okay, so I just looked at the date on the last posting and realized that I'm almost a year late in the writing... but better late than never I suppose.

Edited by Nurrin, 05 August 2004 - 08:24 AM.