Hi all, I've decided to take a little break from modelling the Osiris due to a creative mind block on it :rolleyes:
So I was crusing around the net a week or so ago and came across
This picture of a Clan BloodAsp made by one Pawel Czarnecki. I have to admit I feel instantly back in love with Mechs and with the BloodAsp in particular.
So I decided to make my own BloodAsp after ten milliseconds of thinking! I hunted high and low to contact Pawel but unfortuantly he's disapeared from the 'net. But alas I found a .3DS copy of his BloodAsp on a German Battletech site and have since then proceeded to remake every individual piece :eek: from the feet up.
Whilst I am redoing an exisiting model I do intend once this remake is complete to go on and make some varients with different weapons and armour instead of just 1 direct template remake of Pawel's lovely mech.
Anyway enough chat here's some WIP pictures, starting from the feet up, current I'm working on making the cockpit.
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lol, good one
hehe yeah I remember back in the days pawels models were a part of why I even got into 3d modelling. His blood asp and fafnir were amazing.
anyways always good to see another mech on sfm. Looking pretty good there bro :thumb:
Answered with a quote
@Berkut, good to remember that Pawel got alot of people into modelling and the Battletech/mechwarrior scene.
I'm trying to do his masterpiece justice as the .3DS file I imported into maya either had some troubles importing or there was some messed up stuff in it originally.
Updates to come later
Getting my hands on some of his original *.cob files, I can tell you that Czarneki didn't name his objects as he built his 'mechs. I'm guessing the 3DS files were converted to DXF first or someone used a batch converter like 3D Explorer. That ALWAYS causes problems resulting in mesh errors.
One thing's for certain, he added his own style to the models which had a huge influence in a sort of revolution in how a lot of people built and detailed 3D models.
Which brings to question, are you going to add your own touches and design elements to the Blood Asp or do you intend to remake Czarneki's model?
ah that will explain some of the issues in the model file. And yes he certainly does have a niffty style of modelling.
I firstly intend to remake his model then I'm going to make a few varients with my own touches such as different weapon's configs according to standard Battletech rules Plus I might do a varient or two with extra armour or different legs etc as I figure people especially soldiers wouldn't be stupid enough to allow important parts of mechs to be unarmoured like leg/arm joints etc.
lol, well battletech and mechwarrior universes were never exactly known for their realism, especially the games as fun as they were. Some assault mechs took something like 900 LRMs to take down.
Agreed which is why I'm going to be adding that extra armour around joints and so forth.
Also something that really narks me is the fact guass rifles have to much recoil to be mounted on arms etc in battletech, isn't it just a bloody rail gun and the object is accelerated by magnet's that are pulsed a certain intervals by eletricity. Hence making no frigging recoil!
I'd love to slap some battletech authors with that info!
Excellent work on the mesh so far. I remember Blood Asps - 2 LBX20s and 2 LBX10s and a mess of medium lasers on Rumble Pit. Good times.
Straight from the battletech wiki
@Fractal - thanks for the complement, coming from you it's making me blush! Now I'm going to go and whip myself for having an unmannly moment.
EDIT - Seems that blurb was about the heavy Gauss Rifle, so maybe a normal one can be used on an arm?
Daishi = bait. Useless in league competition - slow, soaks up tonnage and a CT you can hit from like 89 degrees offcenter. Bloodasp, mkII, sunder, gladiator, highlander - all better assault chassis.
The Thor build works - you are of course fiddling with the armor (as you should all the time), but it can mount full reactive CT and hit 79kph, with JJ and ecm. Save it for team battle though.
Oh and on a note about the bloodasp, I've been busy since Friday so haven't had much time to get stuck into the cockpit, so far I've got the shape roughed out, cut in the front grill and started doing the bottom of the cockpit where some lasers I assume are mounted.
Definitely looking forward to updates on this one!
You have no idea how many times that's been said. LOL
Anyway I now bring you the complete cockpit assembly.
Are you saying you'd need some references of Mech cockpits for ideas?
Some links to the intro videoes for the various games -
Newest Mechwarrior Videos - Metacafe
YouTube - Mechcommander intro
Seems every artist who's ever worked on a MW game has a different idea of what the cockpit would look like...Some (pretty useless and low res) examples...
1.JPG
2.JPG
3.JPG
4.JPG
f22ausairforce182kz7.jpg
f-2b-01-front.jpg
I'll proberly have two or three main screens infront of the pilot and 1 at 12 oclock high. Plus a keyboard setup, two joysticks (Obvious reason's why), rudder pedals and the actual seat (Proberly an ejection seat)....
That makes sense considering there are hundreds of different 'mechs in the game. Each with different weapons, systems, etc.
Most BattleTech cockpits have these features: Comms display, Heat display, weapons displays, map display, weapon toggles, foot pedal controls, throttle controls, manipulator control (if it has hands), coolant vest ports, atmospheric vents, storage bins, fire extinguisher, foot locker, and in the case of InnerSphere units - Fusion Powered Potty and Mini Fridge! (No joke. It's canon BT.)
The trick is to make all of that fit into a small space.