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The gun and its slot is
Saturday, September 22, 2012 - 12:51

The gun and its slot is supposed to be on shoulders. But probably there can be more than one slot in most cases.

For rendering I only enabled Edge option and set the threashold to 255.

@surt: modular wrists will
Saturday, September 22, 2012 - 12:07

@surt: modular wrists will definitely make it interesting. Replacing a hand with a minigun is way to go.

I did a basic socket for weapons. As before this is for a 1x1m object.

The human model for size comparison from http://opengameart.org/content/cleaned-base-human-models 

Alright, I have done clamps
Saturday, September 22, 2012 - 05:59

Alright, I have done clamps and rails for the mech body for the modules. This is a tiny mech so it has only one module slot. I hopefully will have sometime for weapon mount this weekend.

We have added mini map
Wednesday, September 19, 2012 - 20:33

We have added mini map support and some bug fixes. However, the development will be halted until February. Probably we will start development again with some drastic changes.

I guess we should wait for
Tuesday, September 18, 2012 - 11:19

I guess we should wait for Nushio to translate or use google translate and may be it would be easier to understand that way. As far as I understood from the ginglish, he is proposing a new workshop on organic modelling. Something like that.

If you ask me, both Julius
Monday, September 17, 2012 - 10:52

If you ask me, both Julius and riidom are right. Without proper textures, animations and rigging, having these assets are not very useful. However, Julius has a point, not everyone can do these. So, what I propose is the division of tasks. Lets produce some raw models, then whoever is able may take and animate or create textures for it. Until a model is fully complete we wont count it finished. Therefore, at the end there will only be fully usable models.

@surt: My modules will be placed just like the weapon parts embedded inside the second and the third mech. I believe it would be best to place heat sinks on the back.  

@Skorpio: Lego mechs didnt
Sunday, September 16, 2012 - 23:03

@Skorpio: Lego mechs didnt crossed my mind but not a bad idea either. After finishing modules, I will design for weapons and propably armor plates. When I think about mechs the first example comes to mind is mech commander, hence the modular system.

Also, your mech looks awesome. 

I worked a bit on modular
Sunday, September 16, 2012 - 04:01

I worked a bit on modular components. Its still a WIP, probably top and bottom rails should be alot larger so that the module will be able to "sit" on them. There can be 2-slot sized components or slots and two components can be batched together to fit in to double sized slots.

@Julius: I dont think a
Saturday, September 15, 2012 - 04:52

@Julius: I dont think a modular system will make things harder. Initial aim was to create something similar to spaceship shipyard, modularity will make that target reachable. By modularity I dont mean legs, arms, cockpit  (at least it was not my first intention). With modular weapons, and other add-ons, a mech modeller will only need to model the mech, not the weapons and other stuff. When I got the time I will create a sample and templates for these attachment points.

Modular design would mostly
Friday, September 14, 2012 - 11:37

Modular design would mostly be for add-ons. But being able to choose different style legs for different units would be nice too. To avoid tiny-legs-on-heavy-torso problems, every part designer (or someone who is willing) might define limits for parts (like weight). I hope I will have some designs to show by monday.

For unwrapping part, all I can do is to select smart uv project and modify it to fit texture space. I always have issues with scale and aspect ratio problems.

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