Here's a WIP of an insect styled mech or ship. I started out with a base mesh from zbrush and then moved into modo for subd work. Renders are done in keyshot. Any crits welcome!
You have no concept, you have no idea what you are doing, and you start with the details before having a blockout, which is just never good.
Nobody can give you crits on it, except there are some pinching errors which there are. It has no arms no legs no head and no function. Form follows function.
If you just model around something, you will not face any real challenges as you just make the mesh fit what is currently easy to achieve, and you wont really learn anything new.
The render is nice, but don't waste your time on something you cannot put in your portfolio and where you learn at a far slower pace.
You have no concept, you have no idea what you are doing, and you start with the details before having a blockout, which is just never good.
Nobody can give you crits on it, except there are some pinching errors which there are. It has no arms no legs no head and no function. Form follows function.
If you just model around something, you will not face any real challenges as you just make the mesh fit what is currently easy to achieve, and you wont really learn anything new.
The render is nice, but don't waste your time on something you cannot put in your portfolio and where you learn at a far slower pace.
Sorry if I sound mad, im not
wow, hey man. you definitely sound mad.
anyway, to give you some background my kids found a cool bug the other day. It's a cicada.
so, loosely I had that in mind. I have been really digging Vitaly Bulgarov's designs and he has a Gnomon video about starting with a base mesh in zbrush (with no specific idea in mind) and then getting into 3d concepting and modeling. Admittedly, I did jump into some of the details too soon but hey, I am having fun and working on my subd skills.
Eh I'll play devil's advocate and think it's a perfectly valid way of working in a reactionary manner. There has been, afterall, plenty of movements in art history that disagree with form follows function. It sort of has an abstract expressionistic feel to it and I enjoy the whole notion of the artist reacting to forms and playing with shapes and repetition in the sculpting process.
I'd say this model presents some pretty higher level challenges itself, with the rather difficult blending of the different shapes and pieces in it's organic structure without turning into mud.
That said, I think the form is looking lovely in it's current stage, but perhaps you can introduce some other forms, shapes, and hard edges rather than round to counterbalance the rather solid mass and provide a more interesting silhouette, depending on what route you intend to go with.
Adding in a few larger shapes/more understandable details that demonstrate the model's intention could help solve the mentioned issues.
I definitely am picking up a sort of organic/metallic space ship vibe to it so far. Kind of reminds me of the synth species in Half-life 2.
Thanks for the feedback. One thing I think that might be a little misleading is the render. I slapped that into keyshot and used presets just to see what it looked like. It gives the impression that its further along than it is. It's really just the beginning of the process.
I do think you are right though. It needs some details that pull it back into the plausible. Some hard surface mechanical elements that give it a better sense of scale will certainly help. For good measure, here are some simple renders where you can more easily focus on the forms and not the render.
I began working on the lower back section as well.
Cicadas are awesome (and annoyingly loud)! I like the update a lot more and it's becoming easier to read but personally, that stuff on the top is distracting me a lot. I think it has to do with how stable(?) the body looks versus how fragile all the extra bits look.
Oxidave: I know this thread I've stumbled on is very old but I wanted to say - You have a very strong concept here. This is a new form of Fine Art, if you consider the implications of physically producing something like this via 3D printing or other manufacturing means. You have a simple, organic shape shrouded by mech-like parts and vents that are not so distinct they alienate people. They remain appropriately abstract, familiarly organic, with well-formed adroit shapes and lines all working together. It leaves the situation up to the viewer to decide what the purpose of this object might be - if any. To me this piece deserves to be turned into a series, and that series should be elaborated on until its ready to be produced as a collection. I would love to see plaster core shape with ABS molded parts around it...something like that. Think of a super high end galley in the UK and you've go the picture. It's like HR-Geiger meets luxury furniture design.
Please keep going with this. And please contact me at: julian@syst3mic.com - I woudl love to collaborate with you on ideas like this. I have great need of a 3D partner. I am a vector artist and Art Director in San Fransisco. We can do a lot if youre interested.
Keep going. Above comments are senseless. You're on to something new. Or...you were. Hope you're still doing this.
Oxidave: I know this thread I've stumbled on is very old but I wanted to say - You have a very strong concept here. This is a new form of Fine Art, if you consider the implications of physically producing something like this via 3D printing or other manufacturing means. You have a simple, organic shape shrouded by mech-like parts and vents that are not so distinct they alienate people. They remain appropriately abstract, familiarly organic, with well-formed adroit shapes and lines all working together. It leaves the situation up to the viewer to decide what the purpose of this object might be - if any. To me this piece deserves to be turned into a series, and that series should be elaborated on until its ready to be produced as a collection. I would love to see plaster core shape with ABS molded parts around it...something like that. Think of a super high end galley in the UK and you've go the picture. It's like HR-Geiger meets luxury furniture design.
Please keep going with this. And please contact me at: julian@syst3mic.com - I woudl love to collaborate with you on ideas like this. I have great need of a 3D partner. I am a vector artist and Art Director in San Fransisco. We can do a lot if youre interested.
Keep going. Above comments are senseless. You're on to something new. Or...you were. Hope you're still doing this.
Thanks for the feedback. Interesting ideas for sure. I have been working on it more lately. It has taken a turn in a different direction though. I have been noodling on it in fits and spurts for two years now. That's just ridiculous. It's about all I have time for though. Anyway, here's where it's at. Still working on it.
Replies
You have no concept, you have no idea what you are doing, and you start with the details before having a blockout, which is just never good.
Nobody can give you crits on it, except there are some pinching errors which there are. It has no arms no legs no head and no function. Form follows function.
If you just model around something, you will not face any real challenges as you just make the mesh fit what is currently easy to achieve, and you wont really learn anything new.
The render is nice, but don't waste your time on something you cannot put in your portfolio and where you learn at a far slower pace.
Sorry if I sound mad, im not
wow, hey man. you definitely sound mad.
anyway, to give you some background my kids found a cool bug the other day. It's a cicada.
so, loosely I had that in mind. I have been really digging Vitaly Bulgarov's designs and he has a Gnomon video about starting with a base mesh in zbrush (with no specific idea in mind) and then getting into 3d concepting and modeling. Admittedly, I did jump into some of the details too soon but hey, I am having fun and working on my subd skills.
so, there you have it.
I'd say this model presents some pretty higher level challenges itself, with the rather difficult blending of the different shapes and pieces in it's organic structure without turning into mud.
That said, I think the form is looking lovely in it's current stage, but perhaps you can introduce some other forms, shapes, and hard edges rather than round to counterbalance the rather solid mass and provide a more interesting silhouette, depending on what route you intend to go with.
Adding in a few larger shapes/more understandable details that demonstrate the model's intention could help solve the mentioned issues.
I definitely am picking up a sort of organic/metallic space ship vibe to it so far. Kind of reminds me of the synth species in Half-life 2.
I do think you are right though. It needs some details that pull it back into the plausible. Some hard surface mechanical elements that give it a better sense of scale will certainly help. For good measure, here are some simple renders where you can more easily focus on the forms and not the render.
I began working on the lower back section as well.
Please keep going with this. And please contact me at: julian@syst3mic.com - I woudl love to collaborate with you on ideas like this. I have great need of a 3D partner. I am a vector artist and Art Director in San Fransisco. We can do a lot if youre interested.
Keep going. Above comments are senseless. You're on to something new. Or...you were. Hope you're still doing this.
Thanks for the feedback. Interesting ideas for sure. I have been working on it more lately. It has taken a turn in a different direction though. I have been noodling on it in fits and spurts for two years now. That's just ridiculous. It's about all I have time for though. Anyway, here's where it's at. Still working on it.