I was working on a character earlier but got fed up with it and decided I needed a break. I thought maybe going a new route and doing a robot of sorts might be fun, so a few nights ago I sat down and sketched out a rough concept of a beast. Here's what I have so far.
Critiques are welcome. I'll try to upload a page or two of the concepts later after I get the scanner to cooperate with me.
Some details I'd like to point out is that the gun is in two pieces which rotate around the arm connector. The top part is the cannon, the bottom hooks underneath it to make the exhaust port and brace. I still need to do the fingers for the hand before I mirror it over to the other side. Otherwise, baring any little details I decide it needs, it is completed. Legs, obviously, still need to be made entirely.
Also, this is the low poly. High poly will be built from this one once it's complete.
Replies
One question. I have a lot of floating objects forming up. Some of them it's a simple matter of linking them. Others will have to be skinned (like parts of the arms) when it comes time to make it animate. Is this a problem or as long as I keep the poly count down and know what I'm doing am I all right?
What do you mean about the seperate pieces? Maybe if you show what's seperate and whats not, it will help clear up the question
Basically it's ready to be normal mapped and rigged now unless anyone can find some glaring problems with the mesh and/or design.
As a side note, he lifts his shoulders up a bit to bring his guns out since his legs are in the way. Just so you functional guru's know I am aware of the design. Also, this is not his "relaxed" standing position, so no he won't be off balance looking after he's rigged.
I figure as long as it's below 8,000 tris I'd be somewhat happy with it. This is just my own personal project to make something new for my portfolio.
Edit: Put in the high poly. Unwrapping the low poly now.
Basically I was unhappy with the model. The arms didn't look like they could raise up from the sides due to how limiting the shoulders were. The leg joints were so small he probably couldn't have bent more than a few inches at the knees. While the overall look was nice, I think functionality wise it didn't look nearly as impressive as it could have, IE how I pictured it moving, it's balance, etc.
This may still not be the finished version as there are still some little tweaks and flashing up I'd like to do to give it a more militaristic look, but I'd appreciate any critiques.
Oddly enough, the changes actually reduced the amount of polys in the model. It's a win win!
Those pie faces at the elbows, kill em. They eat up tris. The edgeloops at the top of the head, use em or lose em. Personally, i'd use them. Looks like you could get some nice shaping to the head with them. Overall not much to complain about. Very nice.
I'm making this entirely in 3Ds Max 2008. Now, I am not familiar with advanced shaders. This particular scene is using MR Daylight and MR rendering, but nothing incredibly fancy about either of them. I'm going to be making a short with this guy, so he's already bone rigged and the like.
What I'm looking for is advice on improving the diffuse texture to make it look more realistically like metal. I am not too sure on how to go about doing this, and looking doesn't seem to be helping as google is yielding terrible images.
-Buddikaman-
Any critique is welcomed and appreciated. I've learned a lot from this project.
Hopefully the next post of this will be the final version ^_^
http://www.3dtotal.com/team/Tutorials/stefan_morrell/stefan_01.asp
I think the more important thing to look at is making all that wear and damage make sense. Right now it is just everywhere with no rhyme or reason. Make the scrapes and missing paint appear on the places where that would actually happen. think about where it would be getting hit enough to remove that much future-paint [quite durable].
I'd finish texturing the pristine version of hte robot first, then go back and strategically place the wear and tear, instead of having it all over the darn place. It just doesnt' make sense that the thigh would be equally worn out as the bottom of the feet. And what is that black strip on his right forearm? The arm holding the gun.
Also, I could be wrong, but it looks like you selected the entire model and hit "soften edges" which would explain teh bruising on the model. I'm not sure you should be doing that, because a mech has properties of props (hard edges) and organics (smooth edges). You have to harden up some of those edges to show the mechanical quality of the character. Soften only the edges that are meant to give a gentle curve.
keepAttr
... (get it?! getAttr, setAttr from mel script?! keepAttr?!?! HAHAHA ... ok ... )
I actually didn't hit soft edges at any point. What I think is going on is when I use turbo smooth on the mesh, it's rounding the edges more than I'd like and when the normal is applied to the low poly it's taking the sharpness of the edges away.
Unfortunatley, I'm not sure how to solve the problem. I select the edges I want sharpened and use a chamfer at 0.0 but when I smooth it it still makes a soft edge. I considered building up the high poly by hand instead of using turbo smooth but honestly it seems to take a lot of time, and it won't help me for when I take it into mud box and build on some detail there.
Any ideas or something I'm missing?