Valandar: Looks like the one from the Appleseed movie.
Most of this is techinaclly solid (from what I can see , I just don't care for the mix of halforganic metal and pure technical parts. I would love to see a model with a sharper edges and more clearly defined parts, really made a definition in what is armor and what are pumps, wires and the internal mechanics of the machines. So I think that the articulated arm is your best piece just going by subjective taste.
Done any of the lowpolys yet? Please post some more pics when you have them ingame, if you plan on getting them inside a game at all. Always fun to see how normalmap works turn out.
Also, it looks like the cannon on the side of the tank is floating freely in the space, might want to close up that hole.
Very nice good solid Mecha stuff. Makes me want to watch all my anime again. My only crit would be that they need that next level of detail, panels - bolts - creases, maybe a bump/normal map?
thx for the comments guys.
Yes I have normal mapped versions of some of those mecs:)
No, the tank isnt the one from Appleseed, it is my design, even though it is strongly inspired by Shirow.
Here is the Appelseed meca, i remodeled after his concepts for the recent Appleseed movie:
rear view
front view
details
wires
Oh and as for sharper edged stuff, lemme show you those designs taken amongst a lot(hehehe) of other stuff ( which was used to generate a normap map for texture):
some door/panel/wall designs for normal map generation
Those meshes are nice. Great work, and I love those flat panels for normal map generation. Incredibly detailed. Are you planning on generating final materials based on these? I'd like to see them!
thx guys:)
here's a meca I started working on for the generals contest ( if i have time to finish it...) - supposedly a meca a general made by my good friend Vahl.
heh:) no i am not:) although I am to work in the same company:) (hint hint)
as for the smooth surfaces, you have to get used to the subdvision modelling ( ie, modelling a medium poly cage for the Hi poly - it is actually very different from low poly modelling). I'll post a shot of the meca i did after shirow's concept ( the one from appleseed) so you can see the wireframes
crylar - is it supposed to be prolly 3-4 meters high (not too high)
It also it supposed to be an assault/infantery mecha used as reinforcement (it pretty much can destroy enemy units as much as buildings with its quadruple chainguns)
it's really looking great , very stylish although i found the "spidery version" to bemore "hulking" to be honest !
One question about your modelling method : do you create a medpoly version that you refine to get the high poly one as well as simplify for the low poly mesh ?
Isn't it too much work this way ?
actually since I suck at drawing and since Hi poly is something quite precise, especially for mecanical stuff, it is better to block out all the main mecanisms and shapes before you actually start the Hi poly, otherwise, you would keep on adding more details without a canvas/main frame to guide you.
So my process is (most of the time):
1. getting the silhouette right ( main shapes)
2. detailing how things work ( ie, placing details were it has to go, - for instance here every mecanical piece has a purpose and is not placed there just for the looks - that is what is gonna give you a feeling of solidity to your composition : it'll look functionnal)
3. Once I am happy with the functionnal model, I start the Hi poly ( which is basically detailing the mecanics, the look of it, not the function anymore)
4. Afterwards, you do a low poly which is basically a cage you build around the Hi Poly ( you can there use the medium poly cage done at step 2 as a start and simplify it to only get the essential silhouette).
As for the spider-meca, yeah i'll detail it too, but first things first, i wanted to do a totally mecanical remake of the pinky as a challenge.
While i think the designs are great i feel that some of the execution of the modeling could be tighter. My biggest complaint is the sort of blobby or slightly messyness to some of the shapes and such(really apparent with renders that have high spec) that i think its probablly an issue of just trying way too hard to keep everything as one mesh or as little meshes as posible). From my experience that ends up making it way too hard to get the shapes you want to do without have to make sacrafices of quality, or use extremely dense cages.
yah, he could do a really better job, and that shirow-ish inspiration...tsssk seen thousands times....
trust me man, I have seen the highpoly meshes of almost all those models, I even worked on two of these models (rigs) he's won't hesitate to use thousands floating meshes if he needs, and everything here is completely planned and perfectly executed. The thing is that chico loves big smooth shapes...
Haha frenchie you respond like i said it was crap. Relax buddy, its very good modeling i just think it could be amazingly good if done slightly different. I guess that just comes down to personal preference tho really. Sorry for having an opinion on a messageboard =D
Awesome work mate- You always have something impressive to show!. I really like this 'smoooth carapace contrasting with exposed mechanics' style and the work you're putting into the details of the engine and leg mechanism is really paying dividends for the believability of the thing.
Replies
great stuff my friend, good old fun ^^
bah I already told you thousands times
and I know you have some more outstanding stuff hiding somewhere, only waiting for some pimp love !!!
Most of this is techinaclly solid (from what I can see , I just don't care for the mix of halforganic metal and pure technical parts. I would love to see a model with a sharper edges and more clearly defined parts, really made a definition in what is armor and what are pumps, wires and the internal mechanics of the machines. So I think that the articulated arm is your best piece just going by subjective taste.
Done any of the lowpolys yet? Please post some more pics when you have them ingame, if you plan on getting them inside a game at all. Always fun to see how normalmap works turn out.
Also, it looks like the cannon on the side of the tank is floating freely in the space, might want to close up that hole.
Yes I have normal mapped versions of some of those mecs:)
No, the tank isnt the one from Appleseed, it is my design, even though it is strongly inspired by Shirow.
Here is the Appelseed meca, i remodeled after his concepts for the recent Appleseed movie:
rear view
front view
details
wires
Oh and as for sharper edged stuff, lemme show you those designs taken amongst a lot(hehehe) of other stuff ( which was used to generate a normap map for texture):
some door/panel/wall designs for normal map generation
Have anything fully textured?
Awesome stuff, impressive mechanical / organic mechanical.
chico
Thx again for the comments guys.
Chico
here's a meca I started working on for the generals contest ( if i have time to finish it...) - supposedly a meca a general made by my good friend Vahl.
Here's a start ( should evolve on the course)
chico
chico
updated...had a chance to work a bit on this
chico
And how do you get your round surfaces to stay so smooth when you cut into them?
as for the smooth surfaces, you have to get used to the subdvision modelling ( ie, modelling a medium poly cage for the Hi poly - it is actually very different from low poly modelling). I'll post a shot of the meca i did after shirow's concept ( the one from appleseed) so you can see the wireframes
chico
chico
the colors made me think it was a construction mech, but them Miniguns makes me now think other wise.
I wonder how big it is to a human??
It also it supposed to be an assault/infantery mecha used as reinforcement (it pretty much can destroy enemy units as much as buildings with its quadruple chainguns)
chico
chico
final block out here
chico
One question about your modelling method : do you create a medpoly version that you refine to get the high poly one as well as simplify for the low poly mesh ?
Isn't it too much work this way ?
actually since I suck at drawing and since Hi poly is something quite precise, especially for mecanical stuff, it is better to block out all the main mecanisms and shapes before you actually start the Hi poly, otherwise, you would keep on adding more details without a canvas/main frame to guide you.
So my process is (most of the time):
1. getting the silhouette right ( main shapes)
2. detailing how things work ( ie, placing details were it has to go, - for instance here every mecanical piece has a purpose and is not placed there just for the looks - that is what is gonna give you a feeling of solidity to your composition : it'll look functionnal)
3. Once I am happy with the functionnal model, I start the Hi poly ( which is basically detailing the mecanics, the look of it, not the function anymore)
4. Afterwards, you do a low poly which is basically a cage you build around the Hi Poly ( you can there use the medium poly cage done at step 2 as a start and simplify it to only get the essential silhouette).
As for the spider-meca, yeah i'll detail it too, but first things first, i wanted to do a totally mecanical remake of the pinky as a challenge.
trust me man, I have seen the highpoly meshes of almost all those models, I even worked on two of these models (rigs) he's won't hesitate to use thousands floating meshes if he needs, and everything here is completely planned and perfectly executed. The thing is that chico loves big smooth shapes...
cool man, was just stating ^^ my frenchyness might have added a second possible interpretation
hmmmmmm?
Chico i like your designs very fluid.
engine started
rear leg
chico
Really nice stuff... did you redesign the real leg? Looks much more like a really usable leg now.
Good stuff, looks wicked in the game
front arm done
current state of the model
just need to work on the eyes (some detection system) which are totally placeholder atm and the main shell and that's it
chico