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HeXeticOffline
Post subject: Shield Orb  PostPosted: Jun 25, 2006 - 07:39 PM
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It's time for another edition of... awful drawings by Hex!

This week we have the 2006 Shield Orb XL in Aquamarine Blue with standard side airbags and ABS.

Basically, it's a stainless steel ball with coupling ports on two opposing sides and dark-metal-framed glass windows on two other opposing sides. The couples are just the metallic nipples you see everywhere on Doom3 technomachinery, but the glass window things resemble something like the face of the red/blue skins for the Quake 3 character Orbb (unfortunately that reference picture sucks: if you played Q3 with a GeForce+ card you'll remember that there was this cool animated overlay on top of Orbb's eye that kinda resembles the design of my window brace).

What I'm imagining is that through the glass window you'll see an aquamarine-ish blue-y plasma-like fluid substance like we've see in a lot of the Doom3 / Quake IV pipes carrying blue plasma type stuff. The most interesting part of the orb is the window, and what I propose is that there be this dark, black, metal overlay on top resembling a stylized Aztec sun (or something), ostensibly there to support the window against the strain of the stuff inside. The metal support is made up of a circle joined to the stainless steel part by 5 of those Z-shaped Tetris pieces.

Spectre, I'd guess that you'd model the glass as being "underneath" the stainless steel casing and dark black support metal.



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vertigo-oneOffline
Post subject: RE: Shield Orb  PostPosted: Jun 25, 2006 - 09:20 PM
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hehe.. your drawings make me laugh hex Razz

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SpectreOffline
Post subject:   PostPosted: Jun 26, 2006 - 01:23 AM
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Twisted Evil TIER 1: Ranger..Phobos..Mynx..Orbb..Sarge

LOL these ones are really... stylized Razz
A quick work, anyway. I assume that the grey part should be decorated with something like bumps, printed circuits etc..



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HeXeticOffline
Post subject:   PostPosted: Jun 26, 2006 - 01:31 AM
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Yeah, that's exactly it. Dark techno-mechanical. But that's part of the skin, really, not the model.
 
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SpectreOffline
Post subject:   PostPosted: Jun 26, 2006 - 09:39 PM
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while playing with this, i imagined some alternatives to the tetris pieces. Now is time to Choose Your Window Brace



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HeXeticOffline
Post subject:   PostPosted: Jun 26, 2006 - 10:28 PM
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Could you show what they look like with the black metal circle as well? The inner ring around the glass porthole is made up of the same stuff as the tetris piece braces.
 
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SpectreOffline
Post subject:   PostPosted: Jun 27, 2006 - 01:48 PM
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here you are.



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HeXeticOffline
Post subject:   PostPosted: Jun 27, 2006 - 04:07 PM
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I don't know, me, I'm still partial to the original design, the one in the bottom-middle.
 
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lug00berOffline
Post subject:   PostPosted: Jun 28, 2006 - 01:04 AM
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Bottom right gets my vote Smile
 
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W3bboOffline
Post subject:   PostPosted: Jun 28, 2006 - 03:23 AM
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I think we should add some kind of electrical spark effect / "storm" effect surrounding the orb to represent the energy it contains. Perhaps orbs with greater shield energy should have a brighter, more vibrant (possibly more violent/faster) storm too? (An easy way to differentiate between pickups, much like Quake 3's Green, Yellow, Gold, and Blue health pickups)

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Narfig_AgarOffline
Post subject:   PostPosted: Jun 28, 2006 - 03:34 AM
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I say use them all and animate it Smile Now that would be cool...
 
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vertigo-oneOffline
Post subject:   PostPosted: Jun 28, 2006 - 03:43 AM
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bahh.. i say the shield is a key feature that says "descent" come up with something more true to the original design

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Narfig_AgarOffline
Post subject:   PostPosted: Jun 28, 2006 - 04:02 AM
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vertigo-one wrote:
"descent"


Bah! You got your shield orb on the intro screen (props to Rake).

This one's ours. Twisted Evil
 
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SpectreOffline
22 Post subject:   PostPosted: Jun 28, 2006 - 06:16 PM
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..



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W3bboOffline
Post subject:   PostPosted: Jun 28, 2006 - 06:35 PM
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Anyone ever played Red Alert 2 will know the the "Optical Angle Encoder"-effect on the chronosphere, I think that effect should be applied to the window on the orb.

For those not knowing what one of those is, here's one: http://www.sscnet.ucla.edu/geog/gessler/topics/encoder-rot-large.jpg

EDIT: And here's the Chronosphere:

http://firingsquad.com/games/redalert2firstlook/images/3.jpg

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HeXeticOffline
Post subject:   PostPosted: Jun 28, 2006 - 07:29 PM
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I like it, Spectre, good job. Mayber we can do something funky with some engine-based effects to make it stand out even more.
 
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SpectreOffline
Post subject:   PostPosted: Jun 28, 2006 - 11:46 PM
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W3bbo wrote:
Anyone ever played Red Alert 2 will know the the "Optical Angle Encoder"-effect on the chronosphere, I think that effect should be applied to the window on the orb.

For those not knowing what one of those is, here's one: http://www.sscnet.ucla.edu/geog/gessler/topics/encoder-rot-large.jpg


what's that exactly?

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HeXeticOffline
Post subject:   PostPosted: Jun 29, 2006 - 12:55 AM
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It's a pattern you paint on something that rotates to make it easier for a machine to determine the angle of the thing via machine vision. If you look at the first link, you'll notice that if you consider the black spots to be binary digit '1' and whitespace to be binary digit '0', reading it angularly around the center produces a set of binary numbers, with the outermost markings being the least significant bit. For example, 4 o'clock on that diagram is binary number 11111111, while 12 o'clock is 00101111 and 9 o'clock is 01101111.
 
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TronOffline
Post subject:   PostPosted: Jun 29, 2006 - 02:55 AM
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Spectre wrote:
..


I can see that bobbing around in a level looking shieldy. Smile
 
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NemeSiS-FactorOffline
Post subject:   PostPosted: Jun 29, 2006 - 02:01 PM
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I like it, but could the blue be a little darker? Maybe it's my monitor but that looks aqua, where the other Descent sheilds were navy.
 
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HeXeticOffline
Post subject:   PostPosted: Jun 29, 2006 - 07:00 PM
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It is a little light, but the blue'll be animated, I think, to make it seem like a real fluid. It'll probably fluctuate in colour between dark, deep blue and aquamarine.
 
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SpectreOffline
Post subject:   PostPosted: Jun 30, 2006 - 07:24 PM
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finished.. and uploaded, waiting for iceheart



shield2.jpg
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HeXeticOffline
Post subject:   PostPosted: Jun 30, 2006 - 07:55 PM
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Looks great, I really like the way you add "random" techno elements on the surface.
 
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Narfig_AgarOffline
Post subject:   PostPosted: Jun 30, 2006 - 08:34 PM
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Nice work!
 
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vertigo-oneOffline
Post subject:   PostPosted: Jul 02, 2006 - 04:04 AM
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yeah man.. love how it looks, although i'll miss the lighning Sad

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