yeah im not really sure what im going for except for "it should look good" im trying to start modelling mecha so i can get some intuition on the best way to make them.
here is a really fast draw over i may redo this whole concept but this doesnt look half bad so ill post it ..
the proportions of the legs are totally wrong .. in general the legs might not make it, its kindof a bastard child of super mini mecha and escaflowne style atm .. hopefully ill be able to reconcile it, i should look at more super mini mecha stuff first..
so the concept for this has totally changed , it will now have floating armor on a humanoid body and have two sortof spike gauntlets that can shoot energy out of them, and also for the super shot they clamp together and the floating armor clamps over it to keep them together..
my friend word made this Very Rough Sketch just for an idea
so then i decided to try and draw what the the humanoid would look like underneath i wanted the humanoid to be completely covered in some crazy kindof armor that looks like nanotech gone wrong + overlapping thing pieces of armor + ??? and then to have the floating armor hover slightly overtop.
so now all thats left is to design the hover armor.. i imagine the hover armor to be quite clean in contrast to the detail of the underlying humanoid player..
also im debating on whether or not to draw a side angle shot or not.. i may just go and sculpt a human into the rough proportions and go from there..
Compared to your concept, this one seems very flat. The highs aren't very high resulting in it looking like a bunch of noise. Your concept gives clear definition of height when it comes to the armor and it is clear were his body is and were the armor starts. Might just be to much noise all around the body me thinks.
Whats_, he mentionned he merely projected his concept on the mesh, and you can't really get more than surface details with that. I'm actually quite curious about that workflow, it might make things easier.
small update to the chest area and legs a bit... trying to fill out the projection .. it goes slow !
as far as the workflow goes i think its really helpful to have all that detail thrown in so when your working on making the actual mesh you have some "noise" to look at.. that said i still consider myself quite the noob to all this sculpting business so if you guys know of any helpful techniques i am all ears
so i havent quite finished the sculpt yet for the base mesh but i thought i was check to see how it looked ingame.. this is also without any armor ontop but that said here goes..
last two shots are just playing around with glowing..
def. getting cooler- face is a tad generic though
Also you might want to thicken up the shoulder spike needle things. right now they don't entirely do much for the silhouette.
well the animation stuff will be on hold till more of the gameplay is actually coded in .. so i figure i would wait that out by working on the diffuse texture..
im really very bad at diffuse texturing and am looking for ideas concerning this ..
should i just start with an ambient occlusion bake? thats what ive been doing so far but it has so much detail i get a bit lost on what to add really .. and ontop of that i just dont have too many ideas for what i actually want to do.
That anim could work really really well if you get the right effects in it. Lots of fun glow and electric arcs and whatnot.
What engine is that in again?
The AO bake is a fine place to start. Don't rely on it though. Its just a starter. It should give you an idea of where the places are on your model that will tend to accumulate dirt and such, and where wear will happen first.
There is a reason this is all game art, its not game science. There is no fixed solution to a given texture.
A lot of it depends the look you want to achieve, but a fair thing to remember is to leave most, to all the light generated shading out of the diffuse map, and leave that to the normal map and rendering process.
You might want to work up some color tests and such on your concept above, and then work on the texture once you have a more solid understanding of how your bot should look
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here is a really fast draw over i may redo this whole concept but this doesnt look half bad so ill post it ..
the proportions of the legs are totally wrong .. in general the legs might not make it, its kindof a bastard child of super mini mecha and escaflowne style atm .. hopefully ill be able to reconcile it, i should look at more super mini mecha stuff first..
my friend word made this Very Rough Sketch just for an idea
so then i decided to try and draw what the the humanoid would look like underneath i wanted the humanoid to be completely covered in some crazy kindof armor that looks like nanotech gone wrong + overlapping thing pieces of armor + ??? and then to have the floating armor hover slightly overtop.
so now all thats left is to design the hover armor.. i imagine the hover armor to be quite clean in contrast to the detail of the underlying humanoid player..
also im debating on whether or not to draw a side angle shot or not.. i may just go and sculpt a human into the rough proportions and go from there..
looks like it could be cool tho Keep the pics coming
i had the uvmap mirroring so its a bit symetrical.. otoh it came out nice so i am debating whether or not to make it asymetrical or not..
so now i ahve to go and flesh out medium frequency details yay !
also just for fun is the original texture + fancy pants zbrush shader
Keep pushing :]
as far as the workflow goes i think its really helpful to have all that detail thrown in so when your working on making the actual mesh you have some "noise" to look at.. that said i still consider myself quite the noob to all this sculpting business so if you guys know of any helpful techniques i am all ears
last two shots are just playing around with glowing..
Also you might want to thicken up the shoulder spike needle things. right now they don't entirely do much for the silhouette.
maybe that should be the color scheme lol
not sure about this one .. whats supposed to be happening is that its getting ready to blast away its super shot ... what do you think?
im really very bad at diffuse texturing and am looking for ideas concerning this ..
should i just start with an ambient occlusion bake? thats what ive been doing so far but it has so much detail i get a bit lost on what to add really .. and ontop of that i just dont have too many ideas for what i actually want to do.
neeed heeellp texturing harrrddd
What engine is that in again?
The AO bake is a fine place to start. Don't rely on it though. Its just a starter. It should give you an idea of where the places are on your model that will tend to accumulate dirt and such, and where wear will happen first.
There is a reason this is all game art, its not game science. There is no fixed solution to a given texture.
A lot of it depends the look you want to achieve, but a fair thing to remember is to leave most, to all the light generated shading out of the diffuse map, and leave that to the normal map and rendering process.
You might want to work up some color tests and such on your concept above, and then work on the texture once you have a more solid understanding of how your bot should look