Hey guys. I'm dipping my toes in hardsurface and mechanical modelling with this character I concepted.
He is a giant robot/monster known as the Devil Hawk.
This is not a primary priority for me right now, but I've been hammering out bits of work here and there. Please comment, crit and give tips on better hardsurface techniques if possible. I'm a total newb at hardsurface stuff, so please, set me alight and let me burn.
Just the chest and head at the moment. working on the arms and I'm not sure how to approach the torso and hips.
Replies
It's pretty hard to see, but if this is going to be baked you'll probably want to soften up your edges.
As a side note, please take some better screenshots! They don't do the model any justice. You can use marmoset 2 to take nice highish poly renders.
As for the chest-neck (traps) angularity, it is a deviation from the concept, and I'm pretty sure I wouldn't mind redoing it. The chest in particular is not my best work. I've learned a bit more on high poly smooth previews and the crease tools in Maya and I plan to apply a ton of that knowledge in the future.
As for rendering: yeah, these are just screen grabs in Maya, I don't have a copy of TB2: i haven't looked into it, though I am familiar with the awesome stills people can achieve. I don't want to buy any more software for the time being, especially not for a little learning project like this one.
I've also been working on the arm, but that pretty much looks nothing like an arm right now.
Also, remove the Devil Hawk's armour and he looks like a sissy...
Was he actually designed to be able to turn his head though? Just wondering as the little piston things look like collar bones to support a neck but it's hard to tell if there is a neck.
Basically I'm curious how he would move and if he has any robotic limitations or an even wider scale of movement than a normal human (a good kind of curious)