I took the arm off and started to work on it by itself; I'm not happy with the forearm as a whole or the elbow, but I am with the triceps. still needs work, but it's a start:
Thanks, Cody. I would like to maybe add some skin details and veins and stuff in mudbox, but having never used it, it's on the end of my to-do-list (if-at-all-list).
Just a minor update. reattaching the arms, detatched the teeth, starting modeling the inside of the mouth (pictures to come), and finally am feeling pretty good about the horns.
I'm still working on the alien/demon dude (need to make his butt a little bigger, start on feet.... right now I'm working on his teeth).
Thought I would post some sketches I've done recently. I feel like a little change of pace from the monstro and want to do a anime/bjd inspired female bust (just the head, neck, and shoulders). Here's my sketches/orthos so far:
wild, straight up and back hair
and
medium height mohawk
Just fooling around with the hair right now for fun. I'm more interested in the shape of the head in the ortho views and planning out the topography of the face. I'd like to start on this soon, but would like to get a little more done on the monstro first.
A mech I've been playing around with in my spare time. Done in SketchUp; once I'm satisfied with this schematic/3d sketch, I'll import it to Max and go from there. I really want to finish this one.
Thanks, guys. Here are some other shots to give you a better idea of the torso/upper, Ged. I wanted it to look sorta alien and not like a big robot man; I think of it as a ape, frog, chicken hybrid. I plan on having forearm mounted machineguns, some kind of radome/radar and gun barrels on the 'head', some kind of missile/gun turret on it's back/rear, and possibly a sceond set of arms either under the head or under the main arms. Thanks for looking.
Thanks, Marnik. I haven't worked on the demon guy much lately. The hands and feet have me sorta stumped. I've downloaded a ton of refernce and need to let my brain digest it anc work some stuff out.
I should be doing schoolwork, but decided to fool around with the mech, instead. Added two guns in the front (what kind I haven't decided), and some smoke grendae launchers, and I think in the back there's going to be some kind of modualr houseing that will accept missle bays, a mortar, and a mine layer. We'll see.
Wow, thanks for all of the encouraging words, dudes!
I'm not sure exactly about animation. I would love to eventually put it in Unreal, and for that I think I need a skeletal system of some kind (or can I simply link the individual parts together? I really don't know).
I use SketchUp at work and have gotten pretty adept at it.
The tricks that help me the most are:
instancing parts of the model (called components in SketchUp)
Mirroring instanced parts
giving parts a proper axis, saving them out and working on them seperately then reloading them into the model (sorta like XRefs)
This is my first attempt at a female head. I started with my orthos from the sketches above, but just couldn't get things to match, so I just tried to freestlye while looking at edgeloop reference pics. Could use some crits.
Another wip sculpt. Started with the default man in Mudbo.
I was going for some kind of super evolved ape/alien. He sorta looks like a dinosaur, though, without any hair. Not going to bother with ears because I want to model a space suit/helmet on him.
Thanks, dude. I hope to one day actually finish it. I think the 'thing' with mechs is to find a balance of coolness and real-working-looking parts. The tolerances and degrees-of-freedom in the moving parts is what takes me so long.
Just a real minor update with some brow creasing and whatnot. If anyone happens to check this out, I want to give him some facial hair (short beard) can you give me some pointers on how to sculpt that?
I've begun to model the space suit in Max. It's taking me a while, especially with school. I'm using Peppi's Matballz shader. Here are some screengrabs:
Here's a rendering of the house I designed for the Lane family. I think they've decided to go with a different color roof.
Here's me and the owner standing out in front of the jobsite. That's after about one month of construction; they're expecting to be finished in 4 months total.
I made a little turn around video showing the w.i.p. mech. I still have a while to go, but I'm seeing some daylight. Incidentally, I've kinda scrapped any military hardware on this and am going to try to develop it as something else; rescue or research use.
The hands are just placeholders, I'm not totally sure about the forearms, and the heels need to be extended.
I wish I had more than a few hours a week to work on this.
Finished a short animation of a Beach House that I modeled in Max. The clouds are Dreamscape coulds, the trees are from the Treestorm Palm library. You can't use mental ray and Dreamscape together, so I rendered the clouds out separately and composited the scene in After Effects. I also rendered out a couple of Z-Depth passes to get a depth of field effect.
Here's a quick update on the mech. I haven't had much time to work on anything, but I've managed to squirrel away a few hours here and there. I've actually started a highpoly version using this SketchUp block-out as a starting point. You can view a large res version here: Link
Hey, Ged, sorry for not replying sooner. It is indeed SketchUp. I've basically stopped working on it in SketchUp and imported it to 3ds Max and am probably 75% done with a high poly model. I did this in SketchUp just to quickly (or not so quickly) rough out the shapes and stuff.
Replies
Startin SketchUp on my lunch break at work:
After some time in MAX:
After some more time in MAX:
Working on the face:
Back to the body; worked on the chest and shoulers, moving on the the neck and arms, soon:
More work to the face and head:
Just a minor update. reattaching the arms, detatched the teeth, starting modeling the inside of the mouth (pictures to come), and finally am feeling pretty good about the horns.
I've spent most of my time working on the legs:
Now with 25% more butt:
Thought I would post some sketches I've done recently. I feel like a little change of pace from the monstro and want to do a anime/bjd inspired female bust (just the head, neck, and shoulders). Here's my sketches/orthos so far:
wild, straight up and back hair
and
medium height mohawk
Just fooling around with the hair right now for fun. I'm more interested in the shape of the head in the ortho views and planning out the topography of the face. I'd like to start on this soon, but would like to get a little more done on the monstro first.
A little more progress on the trooper:
Later.
I'm not sure exactly about animation. I would love to eventually put it in Unreal, and for that I think I need a skeletal system of some kind (or can I simply link the individual parts together? I really don't know).
I use SketchUp at work and have gotten pretty adept at it.
The tricks that help me the most are:
I was going for some kind of super evolved ape/alien. He sorta looks like a dinosaur, though, without any hair. Not going to bother with ears because I want to model a space suit/helmet on him.
Thanks, dude. I hope to one day actually finish it. I think the 'thing' with mechs is to find a balance of coolness and real-working-looking parts. The tolerances and degrees-of-freedom in the moving parts is what takes me so long.
A little progress on this guy. Just scratching out some ideas in Mud; I probably need to do the suit in Max for the hard surfaces.
*cough* or zbrush 3.5
Ha, well, I'll have to learn how to use Zbrush eventually, right?
Here's me and the owner standing out in front of the jobsite. That's after about one month of construction; they're expecting to be finished in 4 months total.
There's a turnaround video of the whole house on YouTube: http://www.youtube.com/user/WrightGraphicArts
Kitchen renderings of a new house design:
I'm not sure why Photobucket resized these. You can see them full size here: http://8ftspider.deviantart.com/
http://wrightgraphicarts.files.wordpress.com/2011/02/umb_022011.jpg
The hands are just placeholders, I'm not totally sure about the forearms, and the heels need to be extended.
I wish I had more than a few hours a week to work on this.
[ame]http://www.youtube.com/watch?v=goYmrDSG7CQ[/ame]
[ame]http://www.youtube.com/watch?v=PU-_qQWOKes[/ame]
You can watch it in 1080 here.
It took FOREVER to render at 1920 x 1080.