great job man must have been fun working with those shapes, did they provide you with concept or did you freeball it?
Concepts, Those adhesive guys are crazy awesome concept dudes
It was a big challenge and a great learning experience working on these. Some of the modeling I think I could have done better looking back, but still came out well in the end.
its so crazy to see how a couple elements like some cloth and a roll cage type thingy really turn this into a unique piece.
not to mention the execution was superb.
thanks for sharing!
the detail makes little sense tho, it's all scratched and dirty and it looks like it's been used, yet the forms them selves (the HP) are in pristine condition? to me it would be way more worn.
the detail makes little sense tho, it's all scratched and dirty and it looks like it's been used, yet the forms them selves (the HP) are in pristine condition? to me it would be way more worn.
Yeah, well it's implied detail, the end is to communicate its a complex machine, but yeah, I guess I could see how it could be more functional, some of th design was meant to just look cool, and given the genre of game would likely be seen at medium distance so it's more about the overall. Thanks for crit though.
I choose not to do a damage pass on the high poly for production time reasons, if this were a personal project or had more time I'd likely do a damage sculpt pass which would coincide with textures.
Awesome mechy bittles brotha! Been playing the beta and digging it, freakin love the style. I totally understand the lack of damage pass on the hi poly, it's great in theory but sometimes the reality of production work just doesn't allow it. I think the finished in game product speaks for itself. Can't wait to see more renders.
But I honestly dont understand the design of the Mech at all. Its almost impossible to tell what is the front of it, what is the back, how it attacks anything. The only way I can tell which end is the front is the way the legs are pointing. But with that cloth in the front of what I guess is the cock pit, it seems odd. Especially because, even if the cloth wasnt there, there is no desernable "glass window" for someone to see out of. Or anything to give an indication of what the front of this thing is.
I understand that you didnt design it, and the concept was given too you. Just thought I would mention it, because although the art you did is awesome, its very confusing design wise.
But I honestly dont understand the design of the Mech at all. Its almost impossible to tell what is the front of it, what is the back, how it attacks anything. The only way I can tell which end is the front is the way the legs are pointing. But with that cloth in the front of what I guess is the cock pit, it seems odd. Especially because, even if the cloth wasnt there, there is no desernable "glass window" for someone to see out of. Or anything to give an indication of what the front of this thing is.
I understand that you didnt design it, and the concept was given too you. Just thought I would mention it, because although the art you did is awesome, its very confusing design wise.
I agree with most of it, however the model he is showing is without arms, shoulders and weapons, since they are customizable in the game, so when you see it in the alpha, it's easy to spot which direction is what.
btw
the design of the mech is suppose to be like if they were made from random used parts in a post apocalyptic world by regular ppl, thats why they have random scrapyard look
But I honestly dont understand the design of the Mech at all. Its almost impossible to tell what is the front of it, what is the back, how it attacks anything. The only way I can tell which end is the front is the way the legs are pointing. But with that cloth in the front of what I guess is the cock pit, it seems odd. Especially because, even if the cloth wasnt there, there is no desernable "glass window" for someone to see out of. Or anything to give an indication of what the front of this thing is.
I understand that you didnt design it, and the concept was given too you. Just thought I would mention it, because although the art you did is awesome, its very confusing design wise.
Ya, I hear what your saying. I can definitely see that. This is one of the junkier looking designs from the game, so don't let that be a judge of the others. Lonewolf is pretty spot on the idea is that it's assembled parts so some of the lack of design fidelity is actually intentional in this case. I think overall when seen in game the contrast of the junky looking mechs and some refined looking ones compliment each other. I think if they were all junky it would be bad but if they were all perfectly designed like cars that would also be bad especially considering the setting of the game.
I just did my best to sell the design and seeing some of the other designs actually made me really like this one, and how it breaks things up a bit. Also, yeah it's without arms so that helps the viewer to understand what it is and has more clarity design wise when implemented in game.
It's actually very refreshing to see this style of mech, very asymmetrical, scrapped and junky. I'm a huge mech fan, but I will agree it's nice to see something other than your typical Atlas or Dire Wolf.
I am curious as to how you have the material in Unreal setup. I find that ue3's lighting tends to make everything look plastic like, yet there is some very nice surface definition in your in-engine screenshots.
Ya, I hear what your saying. I can definitely see that. This is one of the junkier looking designs from the game, so don't let that be a judge of the others. Lonewolf is pretty spot on the idea is that it's assembled parts so some of the lack of design fidelity is actually intentional in this case. I think overall when seen in game the contrast of the junky looking mechs and some refined looking ones compliment each other. I think if they were all junky it would be bad but if they were all perfectly designed like cars that would also be bad especially considering the setting of the game.
I just did my best to sell the design and seeing some of the other designs actually made me really like this one, and how it breaks things up a bit. Also, yeah it's without arms so that helps the viewer to understand what it is and has more clarity design wise when implemented in game.
Oh cool. I didn't realize there was that much range in style in Hawken. Can you link to some of the other styles of mechs? I'd love to see them.
Nice work Alan!! Now us other dudes need to actually setup pretty renders and showcase some shit too. You making us look lazy BRO! I keed awesome stuff man was fun to watch them unflold.
I love the rugged look of mechs constructed using spare parts and junk, it's just crammed with detail. It looks excellent in-game with the great texture work.
Replies
great job man must have been fun working with those shapes, did they provide you with concept or did you freeball it?
Concepts, Those adhesive guys are crazy awesome concept dudes
It was a big challenge and a great learning experience working on these. Some of the modeling I think I could have done better looking back, but still came out well in the end.
This is, as usual, fantastic!
When are you going to make a texturing tutorial dude?
Mostly max, I jump between max, maya, xnormal and mudbox for most of my stuff. Also, all the shots are either UDK test map or custom lit map
Everyone else, THANKS! Really looking forward to playing hawken when it comes out.
@HP I get asked a lot for a tutorial, I've never found the time, who knows though maybe one of these days I will.
not to mention the execution was superb.
thanks for sharing!
but,
the detail makes little sense tho, it's all scratched and dirty and it looks like it's been used, yet the forms them selves (the HP) are in pristine condition? to me it would be way more worn.
Yeah, well it's implied detail, the end is to communicate its a complex machine, but yeah, I guess I could see how it could be more functional, some of th design was meant to just look cool, and given the genre of game would likely be seen at medium distance so it's more about the overall. Thanks for crit though.
I choose not to do a damage pass on the high poly for production time reasons, if this were a personal project or had more time I'd likely do a damage sculpt pass which would coincide with textures.
Gorgeous work!
But I honestly dont understand the design of the Mech at all. Its almost impossible to tell what is the front of it, what is the back, how it attacks anything. The only way I can tell which end is the front is the way the legs are pointing. But with that cloth in the front of what I guess is the cock pit, it seems odd. Especially because, even if the cloth wasnt there, there is no desernable "glass window" for someone to see out of. Or anything to give an indication of what the front of this thing is.
I understand that you didnt design it, and the concept was given too you. Just thought I would mention it, because although the art you did is awesome, its very confusing design wise.
I agree with most of it, however the model he is showing is without arms, shoulders and weapons, since they are customizable in the game, so when you see it in the alpha, it's easy to spot which direction is what.
Great job on the mech!
Also if you could give us a look into your workflow / concept art your worked with would be out of thise world :poly142:
btw
the design of the mech is suppose to be like if they were made from random used parts in a post apocalyptic world by regular ppl, thats why they have random scrapyard look
(some of them)
Ya, I hear what your saying. I can definitely see that. This is one of the junkier looking designs from the game, so don't let that be a judge of the others. Lonewolf is pretty spot on the idea is that it's assembled parts so some of the lack of design fidelity is actually intentional in this case. I think overall when seen in game the contrast of the junky looking mechs and some refined looking ones compliment each other. I think if they were all junky it would be bad but if they were all perfectly designed like cars that would also be bad especially considering the setting of the game.
I just did my best to sell the design and seeing some of the other designs actually made me really like this one, and how it breaks things up a bit. Also, yeah it's without arms so that helps the viewer to understand what it is and has more clarity design wise when implemented in game.
Nice work Polygoo!
I am curious as to how you have the material in Unreal setup. I find that ue3's lighting tends to make everything look plastic like, yet there is some very nice surface definition in your in-engine screenshots.
Amazing stuff, I can't wait to play this, the art looks beautiful!
Loved the image on the cover of Edge this month too.
here are a few more shots so you guys can see more of a breakdown
Flat Shade (diffuse only) maya screengrab
Maya hardware viewport default lighting maya screengrab
Maya hardware viewport low poly and normal only (old shot before cleanup)
You're awesome!