Your wear is feeling particularly uniform. I would suggest giving the areas lower to the ground much more visible wear to get some good surface variety. I'd also love to see some unique wear areas to some of the hull, I think some blast marks that are very visible and pronounced (more so than other areas) would add some character to your mech. Looks fantastic so far, can't wait to see more!
Your wear is feeling particularly uniform. I would suggest giving the areas lower to the ground much more visible wear to get some good surface variety. I'd also love to see some unique wear areas to some of the hull, I think some blast marks that are very visible and pronounced (more so than other areas) would add some character to your mech. Looks fantastic so far, can't wait to see more!
The model and texture work on the Mech is sweet and I'm liking the environment you're putting it in as well but I feel like the main ground area is working against the scale of the Mech. When the camera is at a low angle this isn't apparent but when the camera is looking down a the the scene the concrete areas look like slabs which make the Mech look tiny. Could you break this up into smaller sections and perhaps vary the amount of grass in the gaps?
The model and texture work on the Mech is sweet and I'm liking the environment you're putting it in as well but I feel like the main ground area is working against the scale of the Mech. When the camera is at a low angle this isn't apparent but when the camera is looking down a the the scene the concrete areas look like slabs which make the Mech look tiny. Could you break this up into smaller sections and perhaps vary the amount of grass in the gaps?
Yes, i heard alot about this, i will work on ground when finish mech textures, thank you!
This is looking pretty sweet. However, all of the detail is starting to blend a bit too much around the body section and parts of the legs. Its getting hard to pick out the important bits. I'd try to pick a few areas that are larger and two tone it to really bring out the core features of the mech. The awesome curved section where the vents are could be a different color, or the whole body in general. Keep it up!
This is looking pretty sweet. However, all of the detail is starting to blend a bit too much around the body section and parts of the legs. Its getting hard to pick out the important bits. I'd try to pick a few areas that are larger and two tone it to really bring out the core features of the mech. The awesome curved section where the vents are could be a different color, or the whole body in general. Keep it up!
Yeah i noticed this, when ill end texturing it would be easy to change main colours because all textures made in Substance painter and i got all layers and goups
I've been lurking for a while, I made an account to congratulate you on your progress these past few months! I'm really liking the modeling detail and grimy texturing you've given this thing. I just noticed one thing in your newest render, the upper part of your mech's leg connecting it to the hips is dangerously thin! It looks like it can snap at any second if your mech starts running - especially when compared to the rest of your mech which is big, bulky, and badass. I'm not sure if it's worth the effort to fix - I just wanted to tell you.
Yeah, they a bit thin, but pure metal, maby this is some sci-fi kind of unbreakable metal xDDD i know im failed with this xDD now makin road infront of abandoned factory, ill destroy some traffic barriers later, now it looks almost new
I would like to ask you how do you proceed with the texturing of the mech. From the pictures you build it up and textured step by step. Does that mean that each bigger object (arms, legs, torso, weapons,...) have their own maps or do you left spaces on a big map and add the objects after another, so that you can paint on one texture set? As the purpose is "only" to render it, you wouldn´t constrict the textures and polycount to be game-efficient?!
I would like to ask you how do you proceed with the texturing of the mech. From the pictures you build it up and textured step by step. Does that mean that each bigger object (arms, legs, torso, weapons,...) have their own maps or do you left spaces on a big map and add the objects after another, so that you can paint on one texture set? As the purpose is "only" to render it, you wouldn´t constrict the textures and polycount to be game-efficient?!
You totally right, each big object have their own maps, because its created only for render, whole mech pretty high poly. All ttextures extremly HD also. I started this project by two reasons: 1. i love oldschool mechs 2. wanted to improve high-poly hard surface modelling and haind painted textures
You're doing an fantastic job, the environment really pushes this piece through the roof. I dont know if you address the area Robo_Platypus pointed out. Maybe you could scale the width by a little and duplicate it once or twice more to give it a thickness.
You're doing an fantastic job, the environment really pushes this piece through the roof. I dont know if you address the area Robo_Platypus pointed out. Maybe you could scale the width by a little and duplicate it once or twice more to give it a thickness.
Thank you! But i dont know what is a Robo_Platypus , Google giving funny results xD And i dont understand what scale you mean, if you talking about composition, here is one of test renders with a little photoshop on it. This will be one of the few final cameras
Sorry, looking over my post its doesn't seem quite clear what I was getting at.
I was highlighting a previous poster above named Robo_Platypus. They pointed out that one of your leg sections of the mech was extremely thin and I was suggesting a way of thicking that section without adding that much additional work to your project.
Sorry, looking over my post its doesn't seem quite clear what I was getting at.
I was highlighting a previous poster above named Robo_Platypus. They pointed out that one of your leg sections of the mech was extremely thin and I was suggesting a way of thicking that section without adding that much additional work to your project.
ah, now i get it) i'm thinking about this, if i'll get thoughts how upgrade them without reworking whole legs with "paws" i'll definitely do this
I couldn't make legs more wide without remaking whole legs unfortunately
I don't think you need to make that connection wider - I think you actually have plenty of room to place a hydraulic extending arm that pivots on the top knee joint and carries down into the slot in front of the currently too-thin piece. In this way, you reinforce the mech feel with what exists, and solve the problem with minimal additional work... just a thought.
Really awesome final shots! I really dig the graffiti on his foot. That type of stuff helps set scale and is totally believable. Really nice job overall!
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Is this cryengine?
now makin road infront of abandoned factory, ill destroy some traffic barriers later, now it looks almost new
Factory looks like this on raw renders
1. i love oldschool mechs
2. wanted to improve high-poly hard surface modelling and haind painted textures
i will end this soon i believe
And i dont understand what scale you mean, if you talking about composition, here is one of test renders with a little photoshop on it. This will be one of the few final cameras
I was highlighting a previous poster above named Robo_Platypus. They pointed out that one of your leg sections of the mech was extremely thin and I was suggesting a way of thicking that section without adding that much additional work to your project.
I don't think you need to make that connection wider - I think you actually have plenty of room to place a hydraulic extending arm that pivots on the top knee joint and carries down into the slot in front of the currently too-thin piece. In this way, you reinforce the mech feel with what exists, and solve the problem with minimal additional work... just a thought.