Very well modeled and rendered, but I'm not feeling the weird cylinder- things on the bottom. they look very out of place and blocky. Might want to look into messing with those. The repeating geo between them looks very cool, though.
As for your materials, I can't tell if its your lighting or your materials, but the grayish material has too diffuse a specular reflection. If it were me I'd sharpen that up a little.
Hey dude, thanks. If your speaking of the two large underside/rear area cylinders in the last image, those are just sizing blockouts for engines that I'm working on.
Loving this little beauty, what sort of workflow are you using? There are a lot of compound curves and I was wondering if you where using Max/zBrush/Modo Mesh Fusion.
@DottyPixel - I'm just using 3dsmax. For a lot of the complex shapes I fuse primitives with boolean intersection/boolean cut, and then just pull verts around and the usual
Other then that I use plane modeling (like the fin/wing thing).
So it really varies for me, for some shapes and objects its easier and faster for me to plane model, and then for others I use other methods such as mentioned above.
Really its just keeping a constant flow to the topology, it doesn't need to be quads, it just needs to work. It just varies per object.
For example this shape, I just started with flat planes and then shift+drag it out and etc. etc.
So tight, I'm loving it so far! I feel like you could benefit from a few more fins extruding from the back, it looks like it ends abruptly atm. Nice work
@CSOConnor - Thanks man. The back is not done, I'm working on the engines now, and those have fins and such coming off them, so it'll look right once those are done.
@PhoenixWolf- Hey man. I'm using Keyshot for rendering
@Thaiauxn - Thanks - I mentioned how I go about some of the shapes earlier in the thread.
I'm just using 3dsmax. For a lot of the complex shapes I fuse primitives with boolean intersection/boolean cut, and then just pull verts around and the usual
I'm finishing up the hires this weekend. All thats left to do is the engines and a little bit of clean up here and there. :thumbup:
On a side note, are these render sizes that I've been using (1920x1200) awkwardly large for anyone? I have big screens at home so I sometimes forget that image sizes don't always translate well to forums.
This is so sweet. Dem shapes.... it makes me happy.
The upper arm part i feel has too many useless shapes in it though. Everything else seems to use panels that make sense if you know what I mean. This part just seems a lil out of place.
@noscope - Thanks man. I hear you in regards to the upper arm. I purposely gave it some awkward contrast whilst maintaining somewhat fluid shapes to break the sleek smooth look that the rest of the model has for the most part.
@s1dk - Oops. No, not really. I should probably fix that :thumbup:
Some wire closeups for those interested. Sorry the res isn't the greatest (mesh density is causing blacked out areas). I'll post better ones when possible :thumbup:
That's some really solid modeling dude! I tend to agree with @komaokc o that it looks a lot less menacing than the concept. It seems a lot of your shapes are more round and playful, but nonetheless the edgeflow and geo looks great
very nice and clean topo man, i would appreciate if you could show us how do you approche some of the parts, check screen...the cuts on round surfaces without pinch...maybe breakdown a piece please ?
Looking good Sir Apple and loving the curves on this guy, have you named him yet? My only criticism would be that the ware and tear looks a bit procedural compared to the concept at the moment and doesn't really tell a story about the object.
So, typically I only do this with more complex shapes. And since this Drone has of a lot of those, I used it quite a bit!
I like to start pretty low with my Geo. Obviously how I approach each shape and what method I use varies depending on how the lowpoly end product model needs to look. Things like 'what details will be baked vs. what will be physically 3D' factor into what workflow I use.
I also don't really care how perfect my hipoly geo is, as long as it works and looks good.
Replies
As for your materials, I can't tell if its your lighting or your materials, but the grayish material has too diffuse a specular reflection. If it were me I'd sharpen that up a little.
Sorry I forgot to mention that
Really liking it.
Keep it up! :thumbup:
@DottyPixel - I'm just using 3dsmax. For a lot of the complex shapes I fuse primitives with boolean intersection/boolean cut, and then just pull verts around and the usual
Other then that I use plane modeling (like the fin/wing thing).
So it really varies for me, for some shapes and objects its easier and faster for me to plane model, and then for others I use other methods such as mentioned above.
Really its just keeping a constant flow to the topology, it doesn't need to be quads, it just needs to work. It just varies per object.
For example this shape, I just started with flat planes and then shift+drag it out and etc. etc.
Can't wait to see where this goes.
Thanks!
max?
@PhoenixWolf- Hey man. I'm using Keyshot for rendering
meowza!
@Travis C - yep. its going into UE4
@Thaiauxn - Thanks - I mentioned how I go about some of the shapes earlier in the thread.
On a side note, are these render sizes that I've been using (1920x1200) awkwardly large for anyone? I have big screens at home so I sometimes forget that image sizes don't always translate well to forums.
Thanks!
Thanks for looking
The upper arm part i feel has too many useless shapes in it though. Everything else seems to use panels that make sense if you know what I mean. This part just seems a lil out of place.
One thing..., is this meant to overlap ? check screen
@s1dk - Oops. No, not really. I should probably fix that :thumbup:
@S1dk
So, typically I only do this with more complex shapes. And since this Drone has of a lot of those, I used it quite a bit!
I like to start pretty low with my Geo. Obviously how I approach each shape and what method I use varies depending on how the lowpoly end product model needs to look. Things like 'what details will be baked vs. what will be physically 3D' factor into what workflow I use.
I also don't really care how perfect my hipoly geo is, as long as it works and looks good.
Can't wait to see your final version