Thanks for all the great responses. It seems to be regarded by a large number of respondents here (and on Twitter) as a vast improvement, while some have some caveats. So a few points:
1) The omniframe renders are wide angle and lower to the ground. This makes some parts in the back (like the wings and engines) look smaller, or more hidden, than they actually are. They are smaller, relative to the figure, but not as much as it appears. The wings are also stowed vertically up and down on the back and not semi-relaxed and spread like in the concept. Also, NOTHING looks perfect from all angles, even supermodels on magazine covers. When you see it in 360, it will have good views and not so good views. This is just natural and we try to minimize it as much as possible, but you will always be able to find a bad or awkward camera angle.
2) The omniframe is not in its hunched/crouched pose, but standing tall, which gives a different look without it's intended pose. This also alters the appearance from the concept. We will have a posed version to show you soon.
3) The feet will have joints and articulate more than the render. We may not model hinges that you can see, but the rigged for animation version will have more articulation in the front of foot and side flaps.
4) Skins will wildly vary the head, shoulder pauldrons, wings, jet pods, thigh plates forearms and lower legs. There will be several styles to choose from. Also this is the medium frame. You can expect more bulk in heavy and slimmer versions in light when the game ships. I'm sure you will find your favorite style as the game goes live and we start to offer a lot of cosmetic options to help tweak the look of your frame.
5) I'm very very happy with the redesign and overall quality and look of the frame and think it will look even better once we have the human pilot inside and everything "in-engine."
When we first unveiled the Omniframe concept, before anyone had seen the 1st drawing, the reaction was really torn. We had a large number of people unhappy with its larger size, open cockpit, delicate spine and "chicken legs." Well, maybe more than torn, it seemed like most were supportive but had a lot of issues with the concept. One thing you all made clear: take the feedback, but don't switch around to chase the feedback and change things over and over like Firefall.
I responded back then by saying that first and foremost, the game director (i.e. me), has to be happy and excited with the design and have it match my own personal taste. If not, then I would have less and less motivation to work on the game. As part of the very difficult and often discouraging creative process, I have to be self-thrilled with what I am making or you won't get the best results. So, if I make changes, you can be sure the root cause is that I want something better, or something that excites me more. THEN I take in community feedback and ideas, and pick and choose from all the great ideas, the ones that really excite me or help me achieve my personal vision. I'm very happy with the way the process has been working and how fun it has been to get the community involved. From the Mk II survey to all the comments on the Omniframe since it's first unveil, I've listened and picked and used your ideas as a springboard, yet maintained my creative vision. YOU helped me get closer to what I wanted for the game, I simply could not do it without your reactions (good and bad) and ideas. So thank you for that!
NEXT STEPS:
While the high poly is done, or very close to done, we still have to remake and bake out the low-poly version for the game-engine. I hope to have this done soon in early January so we can hand it to the rigger. The rigger add all the joints and controllers that lets our animators work with the model like a puppet.
After that we will animate walking, running, turning, jetting and gliding, but not weapons. This is to get the movement feel right and fulfill the Omniframe movement demo milestone.
After that it's basic combat, getting a gun into the Omniframe's hands and shooting at some static targets to get some weapon feel going and blow some stuff up, even if its just cubes.
And so on, step by step.
Thanks again for the feedback and keep it coming. I read it all!
- Grummz