My 3d skills are stilllacking to im going to try and make up for that with the concept and design. I should have a more realised sketch up in the hour.
Cool start, I'm digging the thumbs. I'd go for one of the slicker designs from the thumb page though, like the bottom leftmost one, which has a very nice basic form and will lend itself to a "fast" look. The pic you have right now looks rather clumsy for a nimble scout, and is actually just a few alterations away from being a decent lumbering war machine.
If you were just to elongate the forms you'd wind up with a much more lithe looking scout. There's no real need to stick with human proportions on a robot. Stretch out the torso and the legs and perhaps the neck and he'll look more speedy, I reckon.
Thanks dudes. I have along way to go, so expect alot of changes . I'm going to try and flesh out a few of these thumbs then maybey move back to doing thumbs again.
Finally someone else who's doing a machine. those thumbs are looking amazing. I agree with the fact that you should try sliming it down and elongating it. Cant wait for more
from those i dig the left one in the middle(the one with the wide stance). Looks really agile.
The bottom middle one looks interesting too, maybe needs some stronger legs tho.
Im going to try and take the boomerang shape as far as i can in the concepting. See if i cant make something that makes the other team cry from thier lame genericness.
One thing that im worried about on the boomerang shapes is the lack of articulation in the body, i cant really work out how to add articulation while still making the speedy freakiy shapes. But hey ill do more sketching today and upload.
B3 is very cool. I'm not sure how having arms that far backwards would be useful in any way, but it looks awesomely unique. I actually like the rollerblades a lot too .
Mmm. Pointy. Certainly a unique design but one that could work well with a bit of development. The repetition in forms between the "feet" and the torso is a nice touch. I do like the one in your first set that had the point at around breast level. It might work better than at belly height.
yeah it is an interesting design but it feels like it needs more in the torso. the arms just sorta hang, doesnt look like theres anything solid holding em on(in the 3d at least)
I really like a8, & a2 as well as the triangular torsos that most of the others have going.
Nope. What you need to do when you have such a strong central shape to a design is to either throw in something that accentuates it, or contrasts with it in the appropriate way. The arms and legs you have on there right now do neither, they're just sort of there. You need to push the design further before you move to the model I think.
Thanks for the honesty man it is really refreshing.
I was just testing how it looks in 3d, the mesh was never intended to be worked ontop of. Testing the water. But it worked for its intended purpose and it gave you a proper read of my ideas. And so far looking back what ive designed looks kinda flaccid in 3d...
I like the torso and the feet, but the thighs and arms are still in limbo. I'd do variation to try and find the right way to hinge them to the torso in order to underscore the very dynamic/fast look of the torso.
Much better than the last one thought in any case.
Yeah I like it Muzz. He looks like a little 4 foot high robot, perfect scout. He's like the comedy relief on a robot show, but your execution so far is really selling it. Sweet stuff.
What I'm wishing for at this point is a compact mode that he can conceal himself in, or roll up into a self-contained bomb shield...or some evident reconaissance gear. but you obviously know what you're doing. I'll be watching this one;)
Im flattered that you think i know what im doing, cause i really really don't. I'm just trying hard on the concept as i know that i wont be able to compete quite as much in the technical 3d stuff. (ive only been doing 3d for a year...)
I really do like the idea of him being able to get compact, i tried to make some considerations for that here, but nothing major. I might try out some special shizz with it tomorrow.
Hmm no art this post but im just thinking of some shizz.
I think that to make this stand out i want to try and add some elements that make this bot a character as opposed to just a mech thing. So what im thinking is perhaps add in some elements such as kill counts drawn on the legs, and spoils of war attached all over the body. But im really not sure what i could do that wouldnt break the flow and make it more badass.
I got some good comments from a friend that i greatly respect with his art, and so i'm going to leave this one be and go back to thumb nailing. I might come back to this design later but i know i want to still get more original and badass first.
My thumbs are getting stagnant so time for some mechanical form studies
Hey Muzz alot of these thumbs follow a similar mech style(tank, jet, contemporary army shapes), how bout digging into human history for some wierd inspiration for armour shapes and stuff? Just an idea. I liked the quality of that last painting but yeah maybe something with more character would be cool. have fun
Hey Muzz, i really like how you rendered that last robot. Hope you decide on something cool soon.
BTW, regarding sculpting in the other thread... if you're gonna go with a very mechanical form, you might be doing a lot of your "sculpting" within the 3D program using subD surfaces. I don't have much experience with it but I think you need to have a good idea of your design in your head when building bits and pieces. Snefer seems to be a pro at it. However, baking the maps still applies.
Yeah i know most of the stuff wont be in mudbox, but i want to do the large plates in there because i want to try and get some more organics into my model that is alot easier in mubox.
I know most of the mechanical shizz will be just sub div .
YEAAAAS!!! D5 , D10, D14, ftw! I also really like rendering on the scout- I just think he needs something between his back shoulders, and hips. (if you do decide to go with him)
I like 6, and I like 10. 6 is has that intersting bulky bottom area, offset by the trimmer and interesting top.
10 is kinda weird, and hard to read, but depending on where your thoughts lead, I think it could develop into something really cool
D5 and D14 look similar. I like the long head, although now i'm thinking of halo elites haha. D6 has a very interesting shape, but is not outwardly menacing. D11 looks interesting too. The tower shoulders and the tall head remind me of something.
D10 doesn't catch me all that much. Just looks like a regular guy with a bunch of missles. I much prefer the stranger proportions in some of the other ones. Are you still thinking of doing a scout? These seem more like attack robots now.
I wasn't feeling that design too much, put now that you put that last painting up that shows some movement, i like it. The legs are nice, but maybe try to push the upper body a bit more. It looks a little boring compared to the legs.
Great thumbnails man...you gotta tell me how to knock all those nice shapes out without immediately committing to em...i can never do that and i think my design suffers for it.
Very compelling design, i think you're on the right track but I have a suggestion. Right now he feels awkward because of the limitations of his articulation. The arms on the back don't have enough range to do much. This guy feels more like an artillery platform to me, so why not consider putting two massive long barrel cannons in place of the back arms, and give him two shorter manipulator arms towards the front of his thorax.
check these guys out, not really a perfect equivalent but kinda what im seeing with this guy.
The body still will undergo a lot of change before i commit to modeling, as im not completely happy with that part yet. Also the last design is one that will only ever look good in movement...
Ill keep toying with things, and there is no point moving off concept till i get mah new computer.
ChaosEidolon: yeah those arms arent the most useful things, though i have to be careful that i don't give him armaments that are too heavy, as this is still the scout class. So perhaps ill put a sniper rifle/mg thing there.
With doing cool thumbs and not commiting, i think 2 things comes into it, the first is do alot of form studies and what i mean by that is working out how to make random shapes and forms mesh. So stuff like drawing lots of robotic heads and working out what shapes goes together.
And the other is not moving forword until you think everything in the design is utterly badass, if it isnt work it more until it is.
totally missed this thread! well, its not hard in the storm of activity
some great shapes in your concepts, very interesting to look at. I like ChaosEidolon's idea of mini manipulator arms at the front and something functional at the back (doesnt have to be a gun if its a scout, could be radar reception/jamming type stuff, or telescopes)
Replies
My 3d skills are stilllacking to im going to try and make up for that with the concept and design. I should have a more realised sketch up in the hour.
Im thinking for a scout that this design is WAY too bulky, I need to slim him down and throw in some faster forms.
Some more developed shiz. Not sure about the middle design....
I should prob number these.
The bottom middle one looks interesting too, maybe needs some stronger legs tho.
no re4lly.. I Really Enjoy Number A 9 & A 4
Lots of good ones Actually
One thing that im worried about on the boomerang shapes is the lack of articulation in the body, i cant really work out how to add articulation while still making the speedy freakiy shapes. But hey ill do more sketching today and upload.
Quick block out model to see how the design translates to 3d.
I like the overall form, but im not sure if it is complex enough with badass details to work properly .
EDIT: those renders were crappy.
New render in next post.
I really like a8, & a2 as well as the triangular torsos that most of the others have going.
Here's an OP as just something to think about: http://img12.imageshack.us/img12/4537/muzzoverpaint.jpg
I was just testing how it looks in 3d, the mesh was never intended to be worked ontop of. Testing the water. But it worked for its intended purpose and it gave you a proper read of my ideas. And so far looking back what ive designed looks kinda flaccid in 3d...
Im moving straight back to 2d after this .
Hows this now though? Better design elements?
Much better than the last one thought in any case.
Im going back to paper now .
Ill get some more stuff up tonight. (about 12 hours away...) as i have work and college on.
What I'm wishing for at this point is a compact mode that he can conceal himself in, or roll up into a self-contained bomb shield...or some evident reconaissance gear. but you obviously know what you're doing. I'll be watching this one;)
Im flattered that you think i know what im doing, cause i really really don't. I'm just trying hard on the concept as i know that i wont be able to compete quite as much in the technical 3d stuff. (ive only been doing 3d for a year...)
I really do like the idea of him being able to get compact, i tried to make some considerations for that here, but nothing major. I might try out some special shizz with it tomorrow.
Painting is where the fun is at !
I think that to make this stand out i want to try and add some elements that make this bot a character as opposed to just a mech thing. So what im thinking is perhaps add in some elements such as kill counts drawn on the legs, and spoils of war attached all over the body. But im really not sure what i could do that wouldnt break the flow and make it more badass.
Ideas?
My thumbs are getting stagnant so time for some mechanical form studies
Ill keep trying .
BTW, regarding sculpting in the other thread... if you're gonna go with a very mechanical form, you might be doing a lot of your "sculpting" within the 3D program using subD surfaces. I don't have much experience with it but I think you need to have a good idea of your design in your head when building bits and pieces. Snefer seems to be a pro at it. However, baking the maps still applies.
I know most of the mechanical shizz will be just sub div .
these are cool! The guy on the bottom left, and middle are pretty sweet if you ask me (for an image named 'crap').
I know they arent that bad but i wasn't feeling it that night. I think im starting to get back into the interesting forms.
10 is kinda weird, and hard to read, but depending on where your thoughts lead, I think it could develop into something really cool
D10 doesn't catch me all that much. Just looks like a regular guy with a bunch of missles. I much prefer the stranger proportions in some of the other ones. Are you still thinking of doing a scout? These seem more like attack robots now.
Ill probably do both a scout version and attack version of a few of these thumbs. .
Thanks guys, ill probably try and devlop a few of these more today.
Very compelling design, i think you're on the right track but I have a suggestion. Right now he feels awkward because of the limitations of his articulation. The arms on the back don't have enough range to do much. This guy feels more like an artillery platform to me, so why not consider putting two massive long barrel cannons in place of the back arms, and give him two shorter manipulator arms towards the front of his thorax.
check these guys out, not really a perfect equivalent but kinda what im seeing with this guy.
The body still will undergo a lot of change before i commit to modeling, as im not completely happy with that part yet. Also the last design is one that will only ever look good in movement...
Ill keep toying with things, and there is no point moving off concept till i get mah new computer.
ChaosEidolon: yeah those arms arent the most useful things, though i have to be careful that i don't give him armaments that are too heavy, as this is still the scout class. So perhaps ill put a sniper rifle/mg thing there.
With doing cool thumbs and not commiting, i think 2 things comes into it, the first is do alot of form studies and what i mean by that is working out how to make random shapes and forms mesh. So stuff like drawing lots of robotic heads and working out what shapes goes together.
And the other is not moving forword until you think everything in the design is utterly badass, if it isnt work it more until it is.
some great shapes in your concepts, very interesting to look at. I like ChaosEidolon's idea of mini manipulator arms at the front and something functional at the back (doesnt have to be a gun if its a scout, could be radar reception/jamming type stuff, or telescopes)
Just some poop i doodles inbetween doing essays and boring college 3d shizz. More updating for the sake of it rather than anything significant.
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