Hi guys, sorry but it's going to be another Dreadnought
, i'm a student in the UK and decided to do some hard surface stuff for a change instead of Environment, this is for a Uni module. Ideally i'd like to get a second Mech created and then pose the two mid-fight, right now i'm modelling this one with rigging in mind to make posing him possible in the end result.
Here's a WIP shot of the Highpoly feet, it's my first attempt at a major hard surface asset and i've come out of lurker mode to get the shit kicked out of me with advice and critique
I already have a small problem i wondered if anyone could offer a solution to, and that's on the main piece of curved armour at the front, i'm getting some pinching where the bit of it that is pulled up at the top curves down into the main body of the plate.
Hopefully this wireframe can show a bit more clearly what i mean. I'll be updating this regularly and look forward to making this
. Please let me know if the way i'm presenting the WIP shots etc is retarded or not and i'll try and improve them so people can interpret them better.
At the bottom you'll find the reference images i've gathered, i believe not all of these are the same Mark or variant of the Dreadnought but some pictures just gave great angles that were hard to find. The primary look i want to achieve is the image in the very centre.
Anyway, talleyho guys, hopefully i'll get another update out soon
Replies
might want to try this and that way it shouldn't cause problems when normal mapping or texturing
Hope this helps
Konstruct & Lotuseaster - Redid the armour pad with a much higher initial side count to the cylinder and worked out much better, no pinching in the turbosmoothed version now thanks guys.
Here's an update for tonight, been working on it a bit more on and off during the day amongst other obligations, below is a picture of the front and back of the legs with my initial (unturbosmoothed) model for the pelvis thingy, i've painted in faint green area's which i think are too flat and boring and which i'll readdress at some point in the future, i think overall i should carry on getting the entire model created to a halfway state and then do a second pass over the high poly adding in more detail etc.
Really not happy with the dangling cables that connect from the legs to the centre pelvis unit either, i created them just with a spline and then ffding them to move them around but this let to a lot of warping and visible kinks in the model, so i'll look into other ways of doing this, path deformation a long a spline i guess i'll try next.
And here is just a picture of the rough blockout i've made for proportions, should have probably posted this first off hehe.
That's it for tonight, cya o/ and thanks for your help already guys.
I blocked this out a long time ago and never really went too far with it. IDK, maybe this will help in some way...
BradMyers82 - Thanks for linking your blockout dude, it actually helped me by making me re-evaluate some of the size relationships in my own model, helped me look back at my reference and catch things i'd missed or just glazed over, mainly the centre "sarcophagus" wasn't sunken down low enough in-between the shoulders on mine.
Here's another quick update,...
1. I want to just delete these are completely redo them (which i've already done about 3 times), i've been wasting too much time on these simple looking pieces but i have a generous time restriction so i might as well use it as a learning excersise for different ways to go about this one piece.
I've been trying to make almost everything in one solid mesh which as it doesn't really matter for the high poly is a habit i need to kick pretty fast ._.
It needs to be effectively hollow which i haven't done, so that the centre block is where the arms connect to.
2. Going to change the claws on the powerfist to stumpier looking ones closer to the reference i'm using.
3. These parts aren't symmetrical either side of the model, so i need to create unique pieces for them to house the gatling gun and general sci bits and bobs on that side.
Anyway here's the pic, as well always feedback is mucho sought after , ciao for now peeps
Alternatively you could turbosmooth it then run a boolean, that sometimes works well, but can crash max and make it unstable and stuff.
A third option would be bring it into zbrush and use dynamesh or clipping brushes to boolean that out.
You could model it too by tracing a spline on the surface using snaps, but that's the hardest way really.
Looking good so far dude.
edit/ personally I wouldn't use floaters there, but you could pull it off if you push the cage far enough out when baking. If you want to show off your hp for portfolio presentation purposes its gonna look ugly.
On floaters:
floaters are a huge time saver, and a god send in many ways. I just think moving forward, dynamic tessellation is going to be more of a thing, so invariably height maps are going to be more necessary. Floaters appear raised on height maps (as they actually are) So they are kind of a no no whenever you plan to do any kind of parallax occlusion, or silhouette mapping.
Imo, I think it would be good to practice a workflow free of them.
cheers