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 Ammo and Bacta Cannisters

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PostSubject: Ammo and Bacta Cannisters   Fri Feb 08, 2013 9:38 am

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PostSubject: Re: Ammo and Bacta Cannisters   Fri Feb 08, 2013 9:40 am

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Schlechtwetterfront

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PostSubject: Re: Ammo and Bacta Cannisters   Sat Feb 16, 2013 1:03 am

A bit late, but anyways:
Is this the high (without subdivisions applied) or the low?
If it's the lowpoly you don't need those small bevels. For the high you'd need it of course.

I'd always suggest that everyone creates high-poly versions for normal maps. It's valuable practice for later.
In your case it's not that important though. If you really don't want to, you don't have to. Wink

And, you know, you don't have to stick to the concepts/screenshots from other games too much. If you can think of something which would make models more interesting, or more real, or more Star Wars-y, add it in.
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PostSubject: Re: Ammo and Bacta Cannisters   Sat Feb 16, 2013 4:06 am

Schlechtwetterfront wrote:
A bit late, but anyways:
Is this the high (without subdivisions applied) or the low?
If it's the lowpoly you don't need those small bevels. For the high you'd need it of course.

I'd always suggest that everyone creates high-poly versions for normal maps. It's valuable practice for later.
In your case it's not that important though. If you really don't want to, you don't have to. Wink

And, you know, you don't have to stick to the concepts/screenshots from other games too much. If you can think of something which would make models more interesting, or more real, or more Star Wars-y, add it in.

Yay! 'cause when I was modeling these, they seemed so boring.. but I thought they'd be tiny little things anyway. But I'll add design elements to them.
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PostSubject: Re: Ammo and Bacta Cannisters   Sat Feb 16, 2013 4:35 am

They're quite important as everyone will be looking out for them, and the medic/support will be able to see them up close when they drop them. So take your time. Wink
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Lephenix
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PostSubject: Re: Ammo and Bacta Cannisters   Sat Feb 16, 2013 7:42 am

You are making those? They have a really poor design and won't fit with the rest, i did some searches for something more appealing for cannisters:

Bacta:

Fast Flesh Medpack:



GLiS Emergency Medpac:



Stimpak:



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PostSubject: Re: Ammo and Bacta Cannisters   Sat Feb 16, 2013 11:38 am

TBH, I like the bacta canister more. It has to be visible to players.
You could add some things like a stimpak or so to the canister tho, and somehow connect it to the main pack. To make it look more like it's actually usable by someone.
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PostSubject: Re: Ammo and Bacta Cannisters   Sat Feb 16, 2013 8:59 pm

All these look great but they have to be like something every trooper has like a reserve in his backpack than a tool to heal completely. How should i say it... more like if you bleed you take one of these or you take one of these before going to combat to boost yourself if the medic is not around. I am not being super real here but just an example.
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Lephenix
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PostSubject: Re: Ammo and Bacta Cannisters   Sun Feb 17, 2013 12:58 am

Alright guys, you are right, maybe for the heal class?
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PostSubject: Re: Ammo and Bacta Cannisters   Sun Feb 17, 2013 1:27 am

These are the stuff that's gonna be dropped from HP Dispensers right? Or are they the HP dispensers?
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PostSubject: Re: Ammo and Bacta Cannisters   Sun Feb 17, 2013 2:02 am

Lephenix wrote:
Alright guys, you are right, maybe for the heal class?

Yea, maybe we can make the medic to even have more depth and make him carry also these packs and heal more efficient when he treat a soldier with them than a normal bacta canister. That way he can also leave bacta canister for extreme situations.

sceluk - the TF2 dispensers ? ;D
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PostSubject: Re: Ammo and Bacta Cannisters   Mon Feb 18, 2013 2:10 am

Yeah, too much TF2 on my mind, its a good thing though (full servers after 7 yrs, haha).
Yeah, 'Medic' class is probs gonna be the smuggler guy.
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PostSubject: Re: Ammo and Bacta Cannisters   Sun Mar 03, 2013 11:01 am

Can anyone link me the main health pack? Because if I were to design a stim pack, I don't want the design to be so far away from the main one. The gun type injection stimpak unit looks weird... It looks like its going to snap right away or are they two separate pieces?
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PostSubject: Re: Ammo and Bacta Cannisters   Mon Mar 04, 2013 8:18 am

main health pack? The one that will be dropped?
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