DevTracker

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
actually the 3d model looks more bulky when compared to the 2d version which looks more sleek and slender plus the 2d version has the frame striking a pose, tell whoever has the model to make it do the same pose then we can decide just how different it looks compared to the 2d version.
While there are indeed some visible differences between the artwork and the 3d model and that has some effect on peoples opinion of the model, that just has nothing to do with the question I responded to which was: why the 3D model wasn't of the hard driver mode version.

At any rate, I'm excited to see what the updated version looks like.
 

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#68
not to sound ungrateful but i still haven't received either of the 3D prints n stuff i purchased for the funding, only received a poster
Uh oh. Did you not get the PM I sent you last month?
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
The problem with having multiple frame designs comes down to animation. If you can come up with a standard design that you can make a skeleton for and rig/animate and use for all your frames. It is going to get rediculously costly as you add more if you dont follow this workflow.

What needs to happen here is the same thing that Unreal suggests for characters, you get a standard ominiframe designed make a skeleton rig then animate, then all other frames need to use that same skeleton so that in thee future to add/create more you simply modify parts of it using the same skeleton so you dont have to remake all the animations/logic for controling them.
This is exactly why we can't do the Mk I and Mk II at the same time. The design has to be similar enough to share animations and a rig.
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
Good morning, everyone!

Thank you for all the excellent feedback! I really love how the community has engaged this idea.

We're going to first try a tweak of the Omniframe Mk I. Tommaso and I are jiggering the design and will post a result as soon as we've got an iteration of the small tweaks we think are positive for the original concept.

Also, many of you pointed out the 3D model differs from the original concept. We agree, we identified several areas that can improve:

1) wider jet pod distance, bigger pods
2) smaller shoulders, angled more
3) Shoulder truer to original concept, sleeker
4) arms narrower and shorter
5) forearm longer, hands smaller
6) hips wider
7) shoulder missile cannister proportion tweaks

We think this is a large reason why the 3D model isn't "sitting" as well as the concept art. But we will also be looking at the lower leg design, hands, and support structure for the torso in "open cockpit mode."

Overall, we agree that that the Mk I is more unique and distinctive feeling. While the Mk II feel more like Anthem or Section 8 in design. We'd like to try to preserve the originality of the 1st design, and by the poll, the majority of you seems to agree!

Thanks again. More to come!