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Mr_Rose wrote: Uh… what ‘files’ would those be? Cross-cut? Diamond grit? AI was discontinued before GW even started experimenting with digital sculpting. And the 40k scale originals were even earlier than that.
GW had been using CAD program to assist them in sculpting for a very long time, This is a 3d model of a Valkyrie from the original AI book. Also most of those view of the aircraft in that books I reckon are also from their 3d models.
Spoiler:
This message was edited 2 times. Last update was at 2020/01/24 04:44:15
schoon wrote: While I'm fully supportive of ANY Aeronautica expansion, I have to take the Tau rumor with a grain of salt.
The updated tigersharks and barracuda are both digitally designed so can be shrunken. And would be basically the same kit diversity as the imperium has right now. Barracuda has 2 gun options, same as thunderbolt. Tiger shark has some options, while the ax-1-0 is a variant on the same frame, like the marauder vs destroyer.
schoon wrote: While I'm fully supportive of ANY Aeronautica expansion, I have to take the Tau rumor with a grain of salt.
A taros game board for AI was mined from the same logistics site as things that have been proven to be coming (Seraphon book, the name of PA7, Engine War etc).
schoon wrote: While I'm fully supportive of ANY Aeronautica expansion, I have to take the Tau rumor with a grain of salt.
A taros game board for AI was mined from the same logistics site as things that have been proven to be coming (Seraphon book, the name of PA7, Engine War etc).
I don't know how many times this needs to be explained to people, but having digital files of the model doesn't mean its as simple as "scaling up" or "scaling down" the design. GW designers have stated this time and time again that they need to resculpt the models more or less from scratch at different scales, as they have to ensure that the details are resized so that they appear correctly at different scales (things like rivets and such at AI/AT scale for example are proportionally larger than they are at 40k, they need to be exaggerated otherwise they wouldn't be visible at all). Additionally the designs need to be subdivided and oriented on the sprues differently at different scales (and also for different materials - if it was originally designed as a forgeworld resin model then they essentially need to restart the process from scratch for plastic), which often requires a degree of resculpting in order to ensure fidelity and accuracy of the various details of the design.
CoALabaer wrote: Wargamers hate two things: the state of the game and change.
chaos0xomega wrote: I don't know how many times this needs to be explained to people...
Have you ever thought that maybe the people you're explaining it to here are different to the people that you explained it to all those other times?
Have you ever thought that maybe I'm not the only person to have explained it? Its been discussed actively and openly at GW seminars at Open Days and other events, the people that attend those events have repeated it on dakka, on reddit, on facebook, etc. etc. etc.
CoALabaer wrote: Wargamers hate two things: the state of the game and change.
Short version of my original response:
Yes, there is a lot more to the scaling of digital models than just adjusting a slider and calling it a day. But when all the basic geometry and proportions are the same, and in the case of especially imperial craft elements like weapons and decorative bits are shared between kits, having a digital file for AI scale models means far less total work is required to make a 40k scale version than starting from scratch.
MajorWesJanson wrote: Short version of my original response:
Yes, there is a lot more to the scaling of digital models than just adjusting a slider and calling it a day. But when all the basic geometry and proportions are the same, and in the case of especially imperial craft elements like weapons and decorative bits are shared between kits, having a digital file for AI scale models means far less total work is required to make a 40k scale version than starting from scratch.
Yes, they have a higher level to start from (i.e. basic geometry, texturing, etc...) and generally start from 3ups (voxcast) they're able to cut down the legwork. But texturing and scaling detail in relation to what you're going for takes a not insignificant amount of time/effort. Then you need to factor in mould design, lifetime feasibility and production capacity per mould to take into account.
it's like this:
consider sketching a figure completely by freehand(& without reference)vs using an anatomical model to do the proportioning for you. now add in a third dimension and you can begin to understand the required time/investment. it would be cool but we are a ways away from instant interpolation from 3d to functioning mould.
chaos0xomega wrote: I don't know how many times this needs to be explained to people...
Have you ever thought that maybe the people you're explaining it to here are different to the people that you explained it to all those other times?
Have you ever thought that maybe I'm not the only person to have explained it? Its been discussed actively and openly at GW seminars at Open Days and other events, the people that attend those events have repeated it on dakka, on reddit, on facebook, etc. etc. etc.
Have you ever wondered if, despite you and others explaining it, most people still haven't heard?
Have you ever thought that maybe Space Wolves are so angry and confused all the time because the Emperor pretended to throw a stick but really hid it behind his back and they still can't find it? No, you only think about yourself.
The old meta is dead and the new meta struggles to be born. Now is the time of munchkins.
lord_blackfang wrote: Have you ever thought that maybe Space Wolves are so angry and confused all the time because the Emperor pretended to throw a stick but really hid it behind his back and they still can't find it? No, you only think about yourself.
Wow, that tickled my funny bone just right, have an Exalt!