JESUS. One a day!!?! I really hope he documented his workflow lol. I wonder how many 'pieces' or parts to cobble together were made beforehand, or if they were same day.
I saw this yesterday and spent the rest of the day trying to wrap my head around that workrate! Even if he used premade parts, that's still amazing. I've seen him around these parts before. I demand answers!
Anyhow the designs are great and I'm digging the hardcore Boston Dynamics aesthetic that I've seen around lately. I wish I had an eye for mechanical, tech-porn details like that.
Yes, if anyone sees a link to his workflow, please post it. I am curious how he went about this. I'm guessing he had a library of some of nuts, bolts, etc. and decals, and is using procedural textures/materials, but still... That's accomplishing a lot in one day.
Yes, if anyone sees a link to his workflow, please post it. I am curious how he went about this. I'm guessing he had a library of some of nuts, bolts, etc. and decals, and is using procedural textures/materials, but still... That's accomplishing a lot in one day.
i am pretty sure the textures are just photoshop paintovers and not actual textures on the mesh. you can tell that by the inconsistency between different views on decals positions etc.
timelapse is pretty cool, sooo many ngons but his stuff is mostly flat shaded so it seems to work out well anyway. He does seem to drop in a premade/kitbash shape around 19:30 mins too?
Good lord.... Apart from Vitaly being incredibly quick and fluid I have to say that XSI's modelling toolset looks completely solid. I can't imagine doing things this quickly in max or maya.
noob question. is this considered mid poly modeling? also, does his modeling workflow fit along the game art development pipeline? from the first few mins of watching, it doesn't seem like he uses a type of turbo smooth modifier or something like that, but manually applies chamfering to edges. would it work to model in this fashion and use these as your detailed models to bake down onto low poly models? just wondering, because this looks easier/quicker for hard surface objects like this when you don't have to worry as much about how things will turbosmooth and fixing topology and stuff.
liamdes,
I haven't watched the video, but I can tell you that a lot of the time I have baked down from a 'mid poly' model and results are just fine.
Looking at some of the shapes of his models though, I would see many of them not showing up too well in a bake. Reason being is the lack of slopped extrustions - which you can read about here: http://wiki.polycount.com/NormalMap/
liamdes,
I haven't watched the video, but I can tell you that a lot of the time I have baked down from a 'mid poly' model and results are just fine.
Looking at some of the shapes of his models though, I would see many of them not showing up too well in a bake. Reason being is the lack of slopped extrustions - which you can read about here: http://wiki.polycount.com/NormalMap/
Don't know if you'd all seen these from an earlier blog post of his. Interesting indeed.
Oh nice, I haven't seen these yet. Looks like these are purely design fun. I would guess it's kind of like 3d concept art of sorts. I can't imagine him not cleaning up the topology for production.
This method is very efficient for keeping render times low (with flat surfaces if you break the edges smoothing you solve all the shading problems), he didn't even chamfered the edges, because he can use the "round corners" option while rendering.
Replies
I so want models of some of these. Imagine these as master grade 1/60 bandai models.:nerd:
holy cow.
But people seem to be operating under the assumption that he isn't a robot himself.
Based on these robots and after work on them
Anyhow the designs are great and I'm digging the hardcore Boston Dynamics aesthetic that I've seen around lately. I wish I had an eye for mechanical, tech-porn details like that.
i am pretty sure the textures are just photoshop paintovers and not actual textures on the mesh. you can tell that by the inconsistency between different views on decals positions etc.
impressive work none the less!
If someone is interested into seeing his workflow, here's a video timelapse that I'm currently downloading
I haven't watched the video, but I can tell you that a lot of the time I have baked down from a 'mid poly' model and results are just fine.
Looking at some of the shapes of his models though, I would see many of them not showing up too well in a bake. Reason being is the lack of slopped extrustions - which you can read about here:
http://wiki.polycount.com/NormalMap/
Thanks for the reply! I see what you mean.
Oh nice, I haven't seen these yet. Looks like these are purely design fun. I would guess it's kind of like 3d concept art of sorts. I can't imagine him not cleaning up the topology for production.
http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/tex-bump_shaders_RoundedCorners.htm,topicNumber=d30e682600
http://www.keyshot.com/whats-new/#whatsnew05