The only thing that bothers me personally is the long pipe coming from front engines. Looks kind of pretty inconvinent to step over when trying to enter the vehicle.
The only thing that bothers me personally is the long pipe coming from front engines. Looks kind of pretty inconvinent to step over when trying to enter the vehicle.
I've been feeling the same way about that, too. Maybe it could use some sort of exhaust pipe heat shield. But I do like the long clean lines it makes. Also if there was a foot hold to use to help step up into the seat.
So after looking at every page in this thread, I finally found one point of criticism for this design (provided my assumption is correct). If those are jet turbines in the front, they need an exhaust to provide propulsion for the vehicle. https://www.youtube.com/watch?v=p1TqwAKwMuM
Also, if it has jets in the front, what's it need an engine for?
Visually everything looks stunning and I'm by no means mechanically inclined nor an engineer but it seems to me like this thing wasn't planned out properly in terms of mechanical believability.
Or is it a fuel powered vehicle and those are the hover coils maybe? That'd probably work :P
Hi,
wow your model looks amazing great design and the detail level building up is mind blowing ;] I thought maybe if you have a spare minute you could help me out by answering some questions.
What is your basic workflow do you start from low poly and then go up or you just build high poly and make a low poly later? If so are there any programs you use to make high poly low? ;]
Thank you for you time ;] and great work can't wait to see the other model and final ones ;]
This is amazing! Your speed is frightening :O Sounds like a bit of a strange question, but do ever find yourself becoming agitated if things aren't working out or if you're struggling for ideas about a certain aspect? How often do you spend working on this each day? I'm just wondering how you manage to maintain such high productivity!
Back from vacation, now its time to finish this up! : ) Doing some more work on the vehicle, and started working on the pilot, but nothing to show yet. Pilot will be a pretty normal dude in a suit designed to cope with high acceleration and stuff with some... electromagnetic joint supports and..you know, scifi stuff!
Desu/ZacD: Yup, I agree with you, its an anooying design, I wanted the line there because of the nice lines it creates visually, but I have to fix it somehow, because its really stupid at the moment
DariusK, I start with a blockout and then I flesh that out (sometimes even no blockout, I just build stuff) Generally rebuild the lowpoly from scratch afterwards, if that answers your questions : )
TorQue: Because the exhausts are in the back, fed through those large pipes there, and then it uses that..stuff in the other engine in the back for other..thrust...related things and steering! Kinda like that.
Mike8917: Haha, yeah I do get agitated. I work an hour or so every day on it i would say.
Bbox85: Thanks man! I already started! : ) Spent some time on my vacation fleshing out my concept for him, now I'm blocking it out.
Thanks a lot for the answer ;]
can't wait to see the final result! It looks final already
hope our team could at least compete a bit for a friendly competition, but thanks for setting a high level already!
Cool stuff dude, its been fun watching the progress here.
I think you might be better off with a simpler character design though, right now he's reading as more of the same in terms of the design language with the vehicle. I worry that he will blend right in when you pose him driving it and look like a part of the vehicle rather than a driver. Unless of course that is what you are going for.
EQ, very good point. I think thats partially because Im using the same shaders right now to render them out, so they do read very similar. Its definately something I have to think about, cheers.
Been doing some more work on the character, doing various parts of his gear, and slowly easing myself into character-stuff again, its been a long time. Had fun making the gloves! (dreading the clothes and face though) All more or less procedural render in modo.
This is some truly amazing work and some pretty sweet shading, would you mind sharing some tips on how you set up your shader tree in Modo? Do you also use Modo's sculpting tools to add the details?
thanks! There isnt even a shader tree. The metal is just a diffuse, and a bump combined with some concavitystuff etc, same with leather The details is made in Abrush for some of it, some of it sculpted in modo, and some of it is even just sub-d (depends on how fast/important the part was)
Love the suit so far!! I have to ask, in your stream you are able to copy and paste a mesh (or part of a mesh) to a new location @ 23:18 in your livestream for the engine modeling. Are you using a script for that or is it a built in feature of Modo?
artquest: yeah thats a script, even though there is a tool that does the same thing, its called "tack".
Here is a first lowpoly-piece as a test. Put it in UE4 with just baked down diffuse from the highpoly, next step is getting it to work in toolbag aswell. Lots of baking errors on this aswell, since I used a quick and pretty broken unwrap for it.
what modeling program do you use, and and what method do yo uuse to unwrap it?
He cheats. He types all the vert's coordinates into a Word file and uses spellcheck and the thesaurus feature to get all his shiny bevels. Then he saves it out as an .OBJ file.
He cheats. He types all the vert's coordinates into a Word file and uses spellcheck and the thesaurus feature to get all his shiny bevels. Then he saves it out as an .OBJ file.
He cheats. He types all the vert's coordinates into a Word file and uses spellcheck and the thesaurus feature to get all his shiny bevels. Then he saves it out as an .OBJ file.
I read a story about a guy in Japan that wrote .OBJ files on an old cellphone vert by vert. Can't find it anywhere though.
He cheats. He types all the vert's coordinates into a Word file and uses spellcheck and the thesaurus feature to get all his shiny bevels. Then he saves it out as an .OBJ file.
I read a story about a guy in Japan that wrote .OBJ files on an old cellphone vert by vert. Can't find it anywhere though.
Sounds interesting. find it if you can.
The Pixar guys actually did enter coordinates in manually when they were starting out. There were no modeling apps available so they would scan in real geometry. They would use actual sculptures with topology lines drawn on them and they would measure the 3d location of the intersection points (verts) with some 3D caliper type things and feed in their measurements, in order, one vert after another:
You guys a trolls I sort of believed you I thought there was some sort of unwrapping thing that makes it a bit easier for guys like me who never unwrapped in there life's
But really Snefer what do you use for unwrapping?
Still if I can unwrap I can;t bake that's for sure, all my bakes are just crap and I don't know why. I read so many articles and tutorials still for 50% of my stuff baking looks very bad.
Dammit, scrolling though the thread and almost on every pic I'm like: "Dammit those details are sick! Witchcraft... Cannot be!"
And every update after that Snefer is just like: "Oh wait but there is more!"
Replies
The only thing that bothers me personally is the long pipe coming from front engines. Looks kind of pretty inconvinent to step over when trying to enter the vehicle.
I've been feeling the same way about that, too. Maybe it could use some sort of exhaust pipe heat shield. But I do like the long clean lines it makes. Also if there was a foot hold to use to help step up into the seat.
Also, if it has jets in the front, what's it need an engine for?
Visually everything looks stunning and I'm by no means mechanically inclined nor an engineer but it seems to me like this thing wasn't planned out properly in terms of mechanical believability.
Or is it a fuel powered vehicle and those are the hover coils maybe? That'd probably work :P
wow your model looks amazing great design and the detail level building up is mind blowing ;] I thought maybe if you have a spare minute you could help me out by answering some questions.
What is your basic workflow do you start from low poly and then go up or you just build high poly and make a low poly later? If so are there any programs you use to make high poly low? ;]
Thank you for you time ;] and great work can't wait to see the other model and final ones ;]
Just have fun with your PS4/Xbox One
I agree with these
Desu/ZacD: Yup, I agree with you, its an anooying design, I wanted the line there because of the nice lines it creates visually, but I have to fix it somehow, because its really stupid at the moment
DariusK, I start with a blockout and then I flesh that out (sometimes even no blockout, I just build stuff) Generally rebuild the lowpoly from scratch afterwards, if that answers your questions : )
TorQue: Because the exhausts are in the back, fed through those large pipes there, and then it uses that..stuff in the other engine in the back for other..thrust...related things and steering! Kinda like that.
Mike8917: Haha, yeah I do get agitated. I work an hour or so every day on it i would say.
Bbox85: Thanks man! I already started! : ) Spent some time on my vacation fleshing out my concept for him, now I'm blocking it out.
can't wait to see the final result! It looks final already
hope our team could at least compete a bit for a friendly competition, but thanks for setting a high level already!
I think you might be better off with a simpler character design though, right now he's reading as more of the same in terms of the design language with the vehicle. I worry that he will blend right in when you pose him driving it and look like a part of the vehicle rather than a driver. Unless of course that is what you are going for.
Just curious. It's looking killer!
Tobbo: yeah, the goal is to make this into an ingame vehicle/character : )
Holy hell man, this is just killer!
Here is a first lowpoly-piece as a test. Put it in UE4 with just baked down diffuse from the highpoly, next step is getting it to work in toolbag aswell. Lots of baking errors on this aswell, since I used a quick and pretty broken unwrap for it.
He cheats. He types all the vert's coordinates into a Word file and uses spellcheck and the thesaurus feature to get all his shiny bevels. Then he saves it out as an .OBJ file.
AHAHAH I KNEW IT !
I read a story about a guy in Japan that wrote .OBJ files on an old cellphone vert by vert. Can't find it anywhere though.
what magic is this?
Some kind of black magic.
I think he prefers to call it mojo.. er, modo. No wait, I think it was mocha...
Nah, that can't be it, that's tracking software...
Sounds interesting. find it if you can.
The Pixar guys actually did enter coordinates in manually when they were starting out. There were no modeling apps available so they would scan in real geometry. They would use actual sculptures with topology lines drawn on them and they would measure the 3d location of the intersection points (verts) with some 3D caliper type things and feed in their measurements, in order, one vert after another:
[ame="http://www.youtube.com/watch?v=wdedV81UQ5k"] PIXAR Hand Animation - 1972[/ame]
But really Snefer what do you use for unwrapping?
Still if I can unwrap I can;t bake that's for sure, all my bakes are just crap and I don't know why. I read so many articles and tutorials still for 50% of my stuff baking looks very bad.
And every update after that Snefer is just like: "Oh wait but there is more!"