Archive for the ‘starcraft’ Category
Modeling Underway [Starcraft II Marine]
Wednesday, November 5th, 2008I’ve been working on models to build the Starcraft II marine suit from. The first step is to rough things out in low-polygon resolution, that’s about done.
Next comes NURBSing to smooth things out and add details with an eye towards accuracy, then modeling of the mechanical exoskeleton which will, hopefully, make the suit wearable. Might end up using some of those fancy Solidworks CAE tools finally, too.
Finally, Decent Marine Reference Pics.
Thursday, October 9th, 2008Udder Chaos: the Tauren Marine
Tuesday, April 1st, 2008Whopping 61 DOF.
Friday, February 1st, 2008I sat down with a sketchpad and came up with lots of frenzied scribbles, which aren’t as pretty as this ’shopping of the samething- which joints are where, and how many there are.
Technically, it’ll be something less; the fingers will tighten in sequence depending upon cable friction and spring resistance, so each of them can be mashed into one DOF.
Team-Colored Exosuits!
Wednesday, January 30th, 2008So awhile back I broke down the different team colors that are in the current dev build of SC2. Naturally, I want to know what they’d look like on the marine armor.
White is indeed missing. I think it’d break the grimy space warrior aesthetic anyways…
Blue, White, Red, and a Green are all immediately doable- McMaster has the colored plastic. The other colors are… exotic. They might require an actual paint job, which will probably degrade quickly.
I’ve always thought a flat, almost grey black would be nice, too.
My favorite has to be the Korhal red or the Raynor teal.
Why the heck was Raynor teal in SC1 anyways?
Greave Lofting
Monday, November 5th, 2007Complex Armor Shapes in Solidworks
Friday, October 26th, 2007Articulating Powered Armor
Thursday, October 4th, 2007Well, I need to see if a passive external skeleton will work before I start casting aluminum. I’m not sure how I should mock this up, but the joints look like a good place to start.

Of the 14 main joints, 5 are straight hinges. Two have loose hinges or floating axes of articulation. Two utilize ball races or interlocking flanges to put the wearer through the joint, in conjunction with sliding hinges. Two are freely rotational with loads of axial play. The two hip joints are either ball joints or universal joints, and the torso rests more or less loosely atop the pelvic armor.

























