Well the good news is that the base function of the Tachikoma, i.e., moving around/suspension and weapons has been more or less finalised, but I'll clear something up now. This thing will not be able to walk, it needs a completely different set of code and as far as I know no-one outside of a professional studio has…
In answer to your question Jackablade, yes, it will be able to tilt and jump once I've finished the finer points of coding. Either way, here's another update, UVs are done and a base texture is applied. Had a really FUN time dealing with the weapons, grr. [ame] http://www.youtube.com/watch?v=cCrqG2ltig8[/ame]
what are the chances I could take a look at your code (for the vehicle scripting/animating/etc. and such I mean) or that you could put up a tut on how to do this??? I use Fraps although it is a little resource heavy when it kicks in, so you might get some FPS loss, there are also a few minor qualms I have with it, but…
Your edges are all too soft, you need to harden them up, even the legs which are smooth have some definition in your reference but that doesn't come across at all in the model.
I think this is a really awesome design. However I see one issue, and that is those small wheels. I am interested to see how it responds to rough terrain. Maybe if it had a secondary walking mode to handle rough terrain. From my experience with unreal vehicles is they never respond the way you would think they would on…
Its more for the assignment that this is for than anything else, I needed to do something to what, even in the references, is a pretty flat material, so general wear and tear was a good way to just add a little more oompth to the texture. As I say, its probably slightly overdone, but its nothing I need to redo in a major…