Hi everyone,
Started a new project to create a Macross Destroid Defender, to some known as Rifleman from Battletech.
To be honest I don't know much about Macross and knew the design only from Battletech, therefore I might interpret some details wrong.
I want to try something new in this project and make excessive use of custom normals.
I will create a more detailed version too and bake it, but probably not a subd model, just a more detailed version of the realtime model.
As reference I have a model kit, but I stick mainly to the concept drawing on the package, the plastic model differs quite a bit from it.
Here is the first version of the mid-poly realtime model. No normal texture yet.
Some details are missing still. Not 100% sure yet how many details I will add.
As usual, comments and critique are very welcome.
-FINISHED-
Here a final shot, more at Artstation.
https://www.artstation.com/artwork/LyVkl
Replies
Here is a little update, nearly finished with the base model now.
Base model is nearly finished now, just a few more tweaks.
Next step is the more detailed model.
Detail level of the feet is as far as I go, should be fine enough but not too fine and bake well later.
Details are bigger and more pronounced than on the concept. Otherwise I worry that they get lost.
I like to hear your C&C as always.
Low poly version needs a bit polishing as well and then I will F****** BAKE IT DOWN BABY!
At least I could set the seams for freely because I don't have any sharp edges.
Little update, low poly with normal and ambient occlusion map applied.
Starting to learn Substance now for texturing, decided to create the materials in Designer from the scratch.
The headlights are nothing special really, the inside is modelled and textured with normal and emission cover by a glass panel (refraction shader). The ouside is another glass panel but flat and it is textured with albedo and roughness to add some details.
Wear and dirt will be much much less, I want to achieve a used but well maintained look. Probably I will not add rust.
Have to do more tweaks.
When there are seams on the beveled edges only uv island with the beveled edge contains curvature information, therefore you see the seams when using blur or similar on the edge mask. Fixed it by just painting a bit more onto the mask.
Quite happy with the current state. Will call this done soon.
Working on the final version now and then setting it up nicely in TB3.
Lighting is something I always struggle a bit with for the final shots.
Here a final shot, more at Artstation. https://www.artstation.com/artwork/LyVkl
Unfortunately the viewer version is of much lower quality.