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01-07-2014, 01:58 PM | #31 |
Crimson Guard
Join Date: Jun 2010
Location: Northern Virginia
Posts: 1,586
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Just want to say this stuff all looks absolutely terrific. I haven't played PC games in years, but if I were to return to them, I couldn't ask for more than a tactical shooter based in the classic Joe verse. I have no computer or animating skills to offer, but I've spent some time re imagining the Cobra side of things in a slightly more realistic fashion in my own little way (see link in my sig line) and I'm very interested in seeing where this goes!
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01-07-2014, 03:26 PM | #32 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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Wow Stormgard, those are some impressive bricks! And Blacktron... seriously??? Oh man that takes me back to 1988!! I'd love to see a Blacktron comeback with modern designs like yours. I could get lost on brick websites and flickr collections all day.
Getting back to the Cobra stuff, I really liked your micro models. At that scale they tend to become more impressionistic than realistic, but in the sense of Lego where everything tends to be impressionistic a smaller scale seems more accurate to reality. I think my favorites were both sizes of the MAGGOT. It's not even one of my favorite vehicles, but your brick versions are tight. Great work!
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01-07-2014, 03:55 PM | #33 |
B.A.T. Crazy
Join Date: Apr 2009
Location: In my Xbox, because that's where all my friends live
Posts: 2,131
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Man this is something I'd really like to get into! Keep up the great work!
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01-14-2014, 10:06 AM | #34 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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Update: in the initial post I replaced the images. The older ones were screenshots of some of the preliminary vehicles as seen in the Crysis editor. The newer ones are Photoshop treated renders. I set up my render settings to try and emulate the ArmA III engine, but then did some level adjustments and such for beautification. Of course, the text and other graphics were added in Photoshop as well.
Apart from vehicles, I have also been working on some character models. These are a little tougher for me, so there are none close to a preview phase yet. I do, however, have a character weapon to show. The Cobra trooper file card mentions they carry a "Vzor 61 Skorpion" ('vzor'/'vz' means model or version) automatic pistol. The card art shows them with an older vz 26, but the molded weapon on the figure looks more like something else entirely. At any rate, the vz61 Skorpion fits best within the realistic proportions of my modeled character. Here it is:
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Last edited by Rooster3D; 01-14-2014 at 10:22 AM.. |
02-05-2014, 08:29 PM | #35 |
Blueshirt Builder
Join Date: Jul 2008
Location: Rocky Mountains
Posts: 298
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Quote:
Last edited by cyko; 03-18-2014 at 07:40 PM.. |
02-19-2014, 03:42 PM | #36 |
Crimson Guard
Join Date: Jun 2010
Location: Northern Virginia
Posts: 1,586
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Quote:
Wow Stormgard, those are some impressive bricks! And Blacktron... seriously??? Oh man that takes me back to 1988!! I'd love to see a Blacktron comeback with modern designs like yours. I could get lost on brick websites and flickr collections all day.
Getting back to the Cobra stuff, I really liked your micro models. At that scale they tend to become more impressionistic than realistic, but in the sense of Lego where everything tends to be impressionistic a smaller scale seems more accurate to reality. I think my favorites were both sizes of the MAGGOT. It's not even one of my favorite vehicles, but your brick versions are tight. Great work! |
02-27-2014, 02:45 PM | #37 |
Crimson Guard
Join Date: Jul 2008
Location: Poughkeepsie, NY.
Posts: 2,258
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I love these. I keep coming back and staring at them. LOL
My personal favorite is the Trouble Bubbles. |
08-05-2015, 06:30 PM | #38 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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VAMP, Stinger 3D render (developed for ArmA3) Back in 2004, I started getting deeply involved in the Unreal Tournament 2004 (UT2004 or UT2K4) mod community, and created a slew of unique vehicles (and one character) for use on mod-friendly servers. Included were non-transforming Autobot Cars Prowl, Bluestreak, Smokescreen, Bumblebee (a baja bug version), Cybertron Bumblebee, the tank-buggy from Blaster Master, a Chibi 68 Charger, a bunch of GI Joe and Cobra vehicles, and Wild Bill (the one character). To further break down the list of GI Joe/Cobra vehicles, I had 2- and 4-seater versions of the VAMP and Stinger, a FANG, a HISS, a Killer WHALE, a Trubble Bubble, a Water Moccasin,and a Sky Hawk. It was chaotic fun to play, and people even sent me videos of the vehicles. I had debated on whether or not to make the vehicles look more like toys, or try to make them realistic. The outcome was that they looked more like they belonged in the game; that is to say they looked Unreal. I teamed up with some fantastic coders and artists to trade off specialties. For example, in order to get the Sky Hawk flying and moving its parts perfectly, a coder named Xix from the UT2004 XS mods made all the necessary scripting happen, while I modeled and exported his ground assault Condor II craft (which looks more like a grasshopper to me). Sky Hawk, FANG, VAMP, Stinger in UT2004 Along came Battlefield 2 (BF2), another mod-friendly game, to which I upgraded my VAMP, and created the Mauler. Both of which functioned much better and demanded a more realistic appearance. The VAMP looked a lot more like a shortened Lamborghini Cheetah, and featured a passenger video monitor control system linked to the rear machine gun's POV. Modding for BF2 was time-consuming and problematic, but the game was so fun I just wanted to see GI Joe vehicles and characters in it. Around this time I learned of a Mod team that had already been making GI Joe vehicles for the first Battlefield. Their models looked suitable for BF1: great, but obsolete as soon as BF2 was out - a similar story to my UT2004 models. Because of how taxing the development of a vehicle could be in BF2 (so I thought), I only produced the two vehicles and have since lost the screenshots. It wasn't much anyway. While working on the BF2 models (and spending way too much time playing BF2 and its extensions), Crysis came out. The initial step to modding in Crysis was too easy, and soon I began developing GI Joe models for CryEngine. With updated looks yet again, this time I included the VAMP, HISS, FANG, MOBAT, Mauler, Rattler, Armadillo, Water Moccasin, and Sky Hawk. For fun I threw in a TYCO R/C Baja Bandit. Although getting started in Crysis modding was easy, and the graphics were beautiful, there were too many issues with the engine I thought would not fit a GI Joe game, so I began looking for a new engine. MOBAT, Mauler, VAMP in Crysis Armed Assault II (ArmA2 or A2) had been mentioned, but it wasn't until I saw previews for ArmA3 that I considered the engine. A3 allows character customization, environmental destruction, all types of vehicles, a bunch of online players, and Head-view controls (eg: TrackIR), just to name a few options. So far, I have had limited success importing the FANG, Sky Hawk, and Flight Pod (aka Trubble Bubble), getting them to fly, and enabling some degree of weapons. I also have quite a few other GI Joe and Cobra vehicles of various stages of completion in development for ArmA3. FANG, Sky Hawk in ArmA3 Unfortunately, I am overloaded for my vision, and need assistance - lots and lots of it. I'd love to build a team of developers that can create extra LODs, handle scripting and tweaking to get models to function properly, and some artists to produce some stationary objects (such as bunkers, buildings, checkpoints, etc). Character modelers will also be much needed, as well as people who can work on all aspects of weapons, munitions, ordinance, and special effects. After eleven years of developing a GI Joe-inspired game, the time is right to start getting involved in putting this out.
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05-27-2016, 11:26 AM | #39 |
Marinaded and grilled
Join Date: Mar 2008
Location: USA
Posts: 155
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Hey guys and gals,
I'm still looking for serious Joe fan game developers to see if we can make this mod, or developers who want to also develop their own skills (given that you are determined and capable of such). The most needed position is for light coding - someone who can fine tune the functional properties of these assets in a script editor. It sounds harder than it actually is, and there's a ton of resources I can provide/direct you to. Of course, I'm also looking for other artists for models, textures, HUDs, icons, menus... characters, vehicles, environmental, etc. I'll be as helpful as possible if you are still getting your feet wet in game development. If you have assets you'd like to see in-game or want to create them, please contact me. PM or look up my email through the profile. I'm a team player, and I'll expect the same from anyone working on this project. I look forward to meeting my future team!
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