coming along, shapes might've been 1st to tackle, idk if you have done all that 1st, putting in all simple shapes first and molding it to the concept and then adding in the details, luckily if your application supports it, going back down and "re-shaping" everything to match the concept appearance would go along way for me and to match the design better i think, just c&c, feel free to continue as you have, just showing that i too am interested to see how this turns out, have a good one. Shoulders, big calves, big-ish pelvic, big elbow.+++(i am sure you'll get to it.)
coming along, shapes might've been 1st to tackle, idk if you have done all that 1st, putting in all simple shapes first and molding it to the concept and then adding in the details, luckily if your application supports it, going back down and "re-shaping" everything to match the concept appearance would go along way for me and to match the design better i think, just c&c, feel free to continue as you have, just showing that i too am interested to see how this turns out, have a good one. Shoulders, big calves, big-ish pelvic, big elbow.+++(i am sure you'll get to it.)
All in good time, though im a bit confused, you are describing blocking out, isn't that what im doing? Or do you mean st else?
Yes you are doing it, i was just concerned since the dragon(zilla) robotic previous work i was trying to help with also though i was late to try to help.
If i remember correctly, (saw it late stage) had the size ratio issue to parts as well, that came out well at the end i just wanted to add that reminder to this to cause it matters a lot, looking better, atm. You got the hang of things, looking forward to more.
More progress shots, the arms and legs. I changed the arm somewhat compare to the original concept, turning the side wings into an actual sword, gundam style. Add details like floaters and panels to the arms as well as making the hand with proper articulations. This part was the most difficult to get the proportions right.
This was a real pain in the behind to make, but so worth it lol. Sadly i can't upload the .mp4 file showing it in action so you have to take my words for it that it move
Some of the floaters i made to add detail into the mech. I will bake them into a trim sheet next time to make it easier to use.
Cool project! Love how the arms turned out, shame we can't see the animation of the movement, maybe later on artstation when it's done? Nice progress so far, keep it up!
Cool project! Love how the arms turned out, shame we can't see the animation of the movement, maybe later on artstation when it's done? Nice progress so far, keep it up!
thks, luckily i can post it on my artstation blog, you can check it here https://www.artstation.com/blogs/nguyenphan1094/N4QNB/striker-zero-progress-arm. It just the thumb articulation, i didn't take record of the other fingers since it just the regulars bend. The thumb give me the most trouble since the area connect the thumb to the palm have so much range of movement.
The final complete model (without decals and floaters) Then I simply bake and assign a material I have already made using material ID, it isn't anything fancy, with some post process that use AO, Curve and Grime maps on top to give it more color variations and realistic detail, it a quick way to get a good texture without making it looking like default material I quickly add the rig as well with some custom bone that control the hand movement and ignition effects. I skip the custom shapes to save time.
just move the bone and the hand will curl up, pretty neat. I love this feature so much, i just have to save the pose and assign it to a bone and i dont have to redo it over and over
I reused the scene i have been using for render and a basic lighting set up, with a few tweaks, adding a car i got on sketchfab for better scale reference
And this is it. This project took way too long to finished but I'm glad i managed to wrap it up and pretty happy with the result. I will be uploading the final render on my main portfolio/artstation soon with a few more shots. Thank you for watching. Any questions, C&C are welcomed!
I wish the feet had better contact shadows, and not too sure about an upright bookshelf and several AC units. I'd just leave those props out, the ground is detailed enough, and the car helps enough with scale. Jets are cool, but why are they firing if it's standing on the ground? Might be better to see the whole character for "flying/jumping" mode.
I wish the feet had better contact shadows, and not too sure about an upright bookshelf and several AC units. I'd just leave those props out, the ground is detailed enough, and the car helps enough with scale. Jets are cool, but why are they firing if it's standing on the ground? Might be better to see the whole character for "flying/jumping" mode.
Thanks for your feedback. I will add some shadow to the ground with photoshops, it does look kind of flat. Yeah some of the props are redundant now, i will clean them up if i use the scene again.
For the jets i want to try and replicate the pose when i play AC6 when using the thruster to dash short distances and not actually flying so i can always include the ground into the shots.
Very nice, love the renders! The ground and the car really help with scale and the scene looks really cool. I also agree with Erics feedback on the props.
Very nice, love the renders! The ground and the car really help with scale and the scene looks really cool. I also agree with Erics feedback on the props.
Replies
This was a real pain in the behind to make, but so worth it lol. Sadly i can't upload the .mp4 file showing it in action so you have to take my words for it that it move
Some of the floaters i made to add detail into the mech. I will bake them into a trim sheet next time to make it easier to use.
Adding floaters
Final Update on the Striker Zero
I have been making thruster on mechs lately and considering they are quite common, i decide to make them modular so i can reused them later.
Finished up the gun and detail
The full list of floaters, this time im using them as geo but i will be baking them down to a trim sheet, would be faster to apply than this.
Then I simply bake and assign a material I have already made using material ID, it isn't anything fancy, with some post process that use AO, Curve and Grime maps on top to give it more color variations and realistic detail, it a quick way to get a good texture without making it looking like default material
I quickly add the rig as well with some custom bone that control the hand movement and ignition effects. I skip the custom shapes to save time.
just move the bone and the hand will curl up, pretty neat. I love this feature so much, i just have to save the pose and assign it to a bone and i dont have to redo it over and over
And this is it. This project took way too long to finished but I'm glad i managed to wrap it up and pretty happy with the result. I will be uploading the final render on my main portfolio/artstation soon with a few more shots. Thank you for watching. Any questions, C&C are welcomed!
I wish the feet had better contact shadows, and not too sure about an upright bookshelf and several AC units. I'd just leave those props out, the ground is detailed enough, and the car helps enough with scale. Jets are cool, but why are they firing if it's standing on the ground? Might be better to see the whole character for "flying/jumping" mode.
For the jets i want to try and replicate the pose when i play AC6 when using the thruster to dash short distances and not actually flying so i can always include the ground into the shots.
https://www.artstation.com/nguyenphan1094