I'm doing the Jigabachi AV from Ghost in the Shell SAC. I want it weathered with discolored/replaced paneling and presented in two poses, grounded with landing gear exposed and in-flight with her turret trained. This project is intended to improve hard surface skills, build familiarity with vehicles, and to provide some advanced texturing practice.
Here is where I'm at so far. Critiques are always welcome.
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also I decided to attach an archive of the Jigabachi AV reference from the episode in question. just in case anyone wanted to provide some detailed feedback on my work. *Added to the top post*
Most recent components to be finished is the rotor base, the turret's main gear, and the turret's support arms. Only modeling left to do before the detail pass is the landing gear inside the packs on each side of the turret.
here's a shot from farther out showing everything balanced on legs
@circa86 & @Ged much appreciated, thank you kindly! I'm a big fan of the show too. always wanted to do this heli
finished the detail pass and posing, but am still working on the in-flight beauty shot. here are the shots of it on the ground.
i have a question about how you approached this. Did ou model each piece seperately then place them? or did you model them in place?
while it was nice to get serious practice at fundamental sds, studies quickly proved how slow and destructive it is. Not to mention it makes an somewhat unreadable wireframe. I've dabbled with other non-destructive modeling methods during production but still used support loops throughout this project. think my time of support-looping everything has come to a close in my next project, now that I have a firm grasp of sds, I'll be practicing other non-destructive methods of modeling built towards efficiency.
this is what I'm aiming for in the textured gameres version
Art Blog post
Also, if you wanted to cut down a few more tris you could take a look at some of those domes and collapse edges. Not sure how much real difference it will make in today's engines but it may help your unwrap performance at least! See these images (not made by me):
All the retopo was done in Maya. Mostly just breaking down HP meshes and using Quad Draw, w a few parts done fresh by hand for convenience.
Glad the images helped, looking forward to the next update!
Two and a half 4k maps:
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Bakes are ready. Standard projections from different distances per bake group, no hand tweaks to the cages.
I’ll need to handle the main paint and a paneling technique first. Have an idea for the latter, just have to work out a prototype in Painter.
feedback always welcome.