as for the cabin thing, we discussed about this this weekend, and although this is a really cool idea and we'd love to make it, it's too much work for the remaining time
we're still thinking about how to make the base and poses so that they really unite the two models (more than the redesign I'm currently doing on my model).
I love shirow, i dont understand what you're trying to say. The render just before this has a lot of cool and clean shirow-ness, but this one just looks a little overworked with the organic type details when i think the sleaker simplier version looks a lot cooler. I personally think that this is a completely valid opinion to have and doing something like suggesting because i think this way i dont like shirow's work is just a tad silly. Unless of course you yourself think that you are shirow.
i like r2, although some of the shapes on the body don't make alot of sense to me, there doesn't seem to be an obvious pattern to the way they are laid out, so it looks random and sort of detracts from the model as a whole. I think just adding some sort of an order to the way the body plate details are laid out would help alot.
And I am not shirow:) ( i wish i had 1% of his skills)
what I was saying is that, most of the time, people think organic details are cheap ( they mostly think it is a simple matter of smoothing the whole mesh and voila) whereas they are actually quite hard to execute properly
I thought you were criticizing the organic details based on this idea ( which, is proven to be wrong, again, it is WAY easier to stick tons of senseless rivets on a boring design to impress people - people think it is easier to do smoothed clean shapes and because they also think that a lots of rivets is "a lot of details !")
Ok, back to the model then.
I think the organic details help giving some nuances and inetersting shapes, how they also give a more insectoid feeling to the whole design. I might tweak them ( ie simplify the details here and there, make shapes more readable maybe) but i think they add something more interesting to the design that just smoothed shells (that suggets more a robotic idea IMO).
So thanks for the comments and critics and my apology to you EQ because I thought you were more critcizing the fact it was organic (with the idea that it was easy and cheap) than the fact it doesnt fit the design (or is overdone) which is totally respectable.
Cool cool, no need to apolagize for anything. Also just to be clear i wasnt trying to imply that you thought of yourself like shirow, just making a point
very very cool. personally i wish the eye clusters weren't so totally sentinel-from-the-matrix looking (maybe even just a change of color?) but there's no denying that this brute has beautiful detailing top to bottom. and like a great sports car, half of that great detail is hidden under the hood strong silhouette, poise, etc. a winner in my book. though i'm interested to see how you're going to get so much detail represented onto the low poly version--but i guess 5000 should be enough if you're wiley. and you are pretty wiley.
hey thx gauss
- actually as for the "detection lenses" I wasnt inspired by matrix at all ( but more by appleseed, that prolly inspired matrix etc...neverending thing)
as for the amount of tris, i am aiming for 2500 tris ( I am working with Vahl, this mecha is his general's bodyguard or some sort (we'll see about that)). 2500 tris is quite doable, when you think doom3's pinky is around 2000 triangles for the low poly ( but yeah of course you lose some definition). Should have the low poly normal mapped in a few days
Replies
chico
as for the cabin thing, we discussed about this this weekend, and although this is a really cool idea and we'd love to make it, it's too much work for the remaining time
we're still thinking about how to make the base and poses so that they really unite the two models (more than the redesign I'm currently doing on my model).
anyways, killer stuff my friend as usual
[image][/image]
chico
chico
what I was saying is that, most of the time, people think organic details are cheap ( they mostly think it is a simple matter of smoothing the whole mesh and voila) whereas they are actually quite hard to execute properly
I thought you were criticizing the organic details based on this idea ( which, is proven to be wrong, again, it is WAY easier to stick tons of senseless rivets on a boring design to impress people - people think it is easier to do smoothed clean shapes and because they also think that a lots of rivets is "a lot of details !")
Ok, back to the model then.
I think the organic details help giving some nuances and inetersting shapes, how they also give a more insectoid feeling to the whole design. I might tweak them ( ie simplify the details here and there, make shapes more readable maybe) but i think they add something more interesting to the design that just smoothed shells (that suggets more a robotic idea IMO).
So thanks for the comments and critics and my apology to you EQ because I thought you were more critcizing the fact it was organic (with the idea that it was easy and cheap) than the fact it doesnt fit the design (or is overdone) which is totally respectable.
chico
chico
chico
- actually as for the "detection lenses" I wasnt inspired by matrix at all ( but more by appleseed, that prolly inspired matrix etc...neverending thing)
as for the amount of tris, i am aiming for 2500 tris ( I am working with Vahl, this mecha is his general's bodyguard or some sort (we'll see about that)). 2500 tris is quite doable, when you think doom3's pinky is around 2000 triangles for the low poly ( but yeah of course you lose some definition). Should have the low poly normal mapped in a few days
chico
chico