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TheShadowhisperer — The Invader

Published: 2009-11-30 06:14:59 +0000 UTC; Views: 1398; Favourites: 18; Downloads: 0
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Description Rendered with SKYLIGHT!

Name : The Invader
Height : 10m Weight : 18 tonnes
Speed : 65 km/hr to 105 km/hr
Shield : Heated-Plamsa Dampening Field
Armor : Proton-Enriched Titanium Plating
Armament : One twin primary mount
Two secondary mounts

History : The Invader was created by the Takamiso Conglomerate as an alternative to Cervotron's Gnat and Stormguard. It was designed with a heavier, more durable chassis that could withstand a little more punishment than its predecessors.

It did not see active combat until the border skirmishes following the Core Wars, but it quickly gained a following after its tactical capabilities were revealed.
© To Gage B.
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Comments: 22

ILJackson [2010-03-15 13:26:18 +0000 UTC]

Overall

Vision

Originality

Technique

Impact


I like both the design and level of detailing of these mechs. It is obvious that the creator put a lot of work into the fine details, and did not rely on bump maps for the "greeble" look. From the name and the description, I'd expect to see larger and obvious weaponry. From a military standpoint, you're probably not going to build machines like this, of that size and complexity, unless you can max out the number of ordinance they can carry. Remember, that mecha are, at the end of the day, weapon delivery systems with legs. You want as much bang for your buck before you drop a few billion into R&D.
The only other critique I have is that there needs to be a little more work on the textures to make them appear metallic, even if it's intended to be a dull metal coloring. I'd try adjusting the specularity and maybe adding a fine noise map to the bump map, as well as possibly adding a slight bit of reflectiveness.
All-in-all, a nice, well-detailed design.

👍: 0 ⏩: 1

TheShadowhisperer In reply to ILJackson [2010-03-15 19:09:46 +0000 UTC]

For starters it can be that big because it only weighs 6500kg's at its heaviest with a 1500 horsepower Deuterium, tritium, hot fusion engine powering the electric servos. A very well understood type of power today. Also it is only 10 meters with its legs fully extended and the weapon pods mounted. For weapons. I removed the weapon pods for the purpose of showing off the details as they occluded a good portion of it. Weapons are light and are designed with the purpose of being small but powerful at the same time affording the firepower of an entire light armored division. This model has dual forward mounted weapon pods, and two secondary housing units on top. Additionally aside from the engine, leg suspension, and whatever a gun may be made from there is no metal on this planet runner. Armor is minimal due to a passive plasma dampening field allowing disapation of heat from the servos, through the legs, into the ground. Yes I did my homework to know that this would work if you had enough power. Finally because you are going onto planets where the terrain is so rough you would require tires dozens of meters wide to be able to cross, you would pay anything to be able to cross that terrain in a more convienient package. I rate your critique as fair.
P.S. I hate the word mech

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LoneStranger [2010-03-16 01:14:31 +0000 UTC]

Looks interesting, I would like to see it with the weapons though.

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TheShadowhisperer In reply to LoneStranger [2010-03-16 05:52:33 +0000 UTC]

Will do, I though am currently very engrossed in my latest schemes so it will be a while before I post a picture with them reattached.

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LoneStranger In reply to TheShadowhisperer [2010-03-16 21:53:58 +0000 UTC]

Alright.

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El-Bronco [2010-03-15 15:29:53 +0000 UTC]

The texture remain me an AT-ST. Great job!

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TheShadowhisperer In reply to El-Bronco [2010-03-15 18:46:28 +0000 UTC]

Thankyou.

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El-Bronco In reply to TheShadowhisperer [2010-03-16 06:35:31 +0000 UTC]

You're welcome

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djomally [2010-03-15 13:30:49 +0000 UTC]

the only thing i can see that needs work is the Bump Mapping other then that you are on ur way to a badass Mech

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TheShadowhisperer In reply to djomally [2010-03-15 18:47:12 +0000 UTC]

I feel the same way but I am working on another planet runner at the moment and intend on finishing it first.

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sevenofeleven [2009-12-02 12:28:47 +0000 UTC]

Looks great.

Have not seen any Shattered steel themed artwork for a while, that is if this is based on the mechs from shattered steel.

👍: 0 ⏩: 1

TheShadowhisperer In reply to sevenofeleven [2009-12-02 21:06:29 +0000 UTC]

The one from the cut scene thus Its appearance differs greatly from the one in game and the arming bay. It is much more streamlined and the one in the arming bay one can tell immediately that it could not move at all due to all the overlapping geometry. Stick around because I have added guns to it and am almost done an animation with it that involves it blowing up a structure!

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Comicunsai [2009-11-30 21:16:17 +0000 UTC]

woow!! this looks so cool!!

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TheShadowhisperer In reply to Comicunsai [2009-12-01 07:37:05 +0000 UTC]

Thankyou.

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Comicunsai In reply to TheShadowhisperer [2009-12-01 20:53:01 +0000 UTC]

welcome ^^

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SgtHK [2009-11-30 13:39:19 +0000 UTC]

As good as the biography can be, some of us would like to know the specifics of the render. Like the model's polycount, the render time, the renderer used and its settings, and the lighting setup You don't have to provide all the things I said. But they would help someone like me provide technical critique and suggestions.

Anyway, it's a big improvement from your previous renders which used 3 or more spotlights placed in different directions, creating messy shadows. Now with the skylight and the sun, the lighting is very clean and the shadows crisp.

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TheShadowhisperer In reply to SgtHK [2009-11-30 15:12:22 +0000 UTC]

Well for example, the setting are all left at default with ambient occlusion set to 32 samples. The body's polycount is 68 thousand, mostly from small details like machine components and the head itself is another 300,000 just because the shading did not look right otherwise. Additionally the render time was 16 seconds.

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SgtHK In reply to TheShadowhisperer [2009-11-30 15:46:55 +0000 UTC]

16 seconds, now that's a real improvement indeed

I would suggest setting the rendering samples to a minimum of 1 and maximum of 16 and use the lanczos filter for best and sharpest quality. In the Final Gather settings, just set the FG preset to medium. And you're set to go.

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TheShadowhisperer In reply to SgtHK [2009-11-30 16:40:31 +0000 UTC]

Gotcha!

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samuraifreelance [2009-11-30 11:34:29 +0000 UTC]

that isnt too bad mate like the textures

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TheShadowhisperer In reply to samuraifreelance [2009-11-30 15:13:19 +0000 UTC]

Thanx, not too complicated, just multi-layered.

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samuraifreelance In reply to TheShadowhisperer [2009-11-30 20:08:52 +0000 UTC]

thats alright

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