Hi! So exited to start the comp'
Good luck to everyone.
Here is a quick drawing.
It will probably change a lot but I kind
of like the idea of a dog (wolf?) robot.
I would probably move the headplate more over the face so that it would look like he has bulldozer blade helm, then he could easily just rush in, lower his head and have everyone... go away
Thanks for the comments all. Yes, it may be better to make it more compact like a rugby prop. Cleaning the enemy up? Yeah, may be. But no problem for opponent without legs like one of yours The Splash
Oh no got to go back to annoying work. See you.
Nice start! I like the new design, his new head slightly reminds me of some samurai helmet designs, which is pretty cool.
Maybe his paws could be a bit more evil-looking, bigger claws perhaps.
Yes I must admit. I work with a book about Japanese armours on my knees. The plug is rather a joke for the moment. But why not. It could help the scout to refill his battery on "dead" (disconnected?) allies.
Wonder if a camouflage version could work too. If he is to gather informations he probably should be more unnoticeable.
Mmmm... This one is not good. I'll try to pick up some elements like the tubes though.
Yes Bal you're right for the paws. Will try to make something more aggressive in 3d.
Ouch! I've just realised that my robot proportions were wrong.
Also having a hard time in Z-Brush. These shapes are so... shity.
May be it's better to use crease all over the base-mesh to avoid
the loss of sharpness when using "divide"? Anyway,
probably need to rebuild all from the start. Sob.
Yeah, for more hard forms you're better off doing it with subD surfaces. You can bring them into zbrush to move the points around after maybe? However, it wont feel as flexible as sculpting in zbrush will. The samurai dog is the best for me.
I've tried Subdiv Surface but only get a weird potatoe
It may not be the best way but I'll try "classic" modeling.
Will get the model into Z-Brush to add details later.
For the moment I work on the silhouette to get it to be more aerial.
yeaaah, double bladed leg collector expert scout mechanical robot dog with samurai style running quickly through armies of weak soft meat made warriors!
I don't know why, saying this made me hungry. Fast Don where are you?
notebookguy, yes your right these horns could have been decorations
just like on a helmet. It will be its only "light weapon". Cut a few legs,
gather some informations and come back home as quick as it appeared
on the battlefield.
Not much time to continue modeling these days...
Thank you for your comment r4ptur3.
But in fact this modeling is not good at all for it is
neither a correct high-mesh nor a clean low-mesh.
I will probably loose time trying to fix it later on...
Edit: ooo just notcied i think one of your forelegs is longer that the other and thus more bent take a look before you get too far.
i really like what you have done with the feet, the tail you have in your last pic seems a bit unaddressed maybe like a bladed end for slashing at the legless bodies as they fall? Gl with the rest of the body and with the high poly
kd4sh > Thank you. Your little girl sculpt is cool too.
woogity > Yes the legs seem to have different sizes.
But in fact it is due to the view angle. They are both
the same but look different for they are a little twisted.
Hope it will be less strange in the final shot.
Thank you though. I keep your tail design idea in mind.
Wanted to finish the modeling first version tonight
but no strength left...
Yes r4ptur3, by doing that it would be possible to use more polygons on other parts.
But anyway I'd like the blades to be thick; I'm not sure yet but they may have glowing effects
on their sharp side and just be made of metal on the other.
On the neck part for wich I didn't use symetrical instance I found a place with a cut missing.
Now the model has 10000 tris ! Actually mapping Uvs to see how much definition I can get with
all these elements. Not verry found of this part of the work so trying to get rid of it quickly.
Mapping done.
Still have to check if the spaces
between Uvs are wide enough.
Always cooking without a good recipe
when it comes to mapping. Probably try
to bake normal map on one part of the mesh
to see what happens.
Just a quick try with occlusion and colors on it.
May go for a rather dark mood (Inspired by Tokugawa armor).
Still much to do to choose where to put the stress on...
hey garagarape!!
nice design and colors to start with !
That reminds me mechanical animal type which tends to accompany some ninja/samurai/warrior in some anime ;D
Thank you Funshark. Still there is not much to see
on it yet. Have to think about details to add.
If you find the anime you were thinking about
let me know.
Replies
curious of what your final design will be ^^
keep it up
Oh no got to go back to annoying work. See you.
Maybe because of the weird head part. Will try another one later on.
Maybe his paws could be a bit more evil-looking, bigger claws perhaps.
very unique
and is that a plug for his tail? just checking
Wonder if a camouflage version could work too. If he is to gather informations he probably should be more unnoticeable.
Yes Bal you're right for the paws. Will try to make something more aggressive in 3d.
It reminds me of something but I can't put my finger on it...
That was something American I think.
I like the first and second designs the most, probably the second one a little more. its very unique looking.. keep it up!
Blured vision... Time to go to bed.
jarpan armorz
Also having a hard time in Z-Brush. These shapes are so... shity.
May be it's better to use crease all over the base-mesh to avoid
the loss of sharpness when using "divide"? Anyway,
probably need to rebuild all from the start. Sob.
It may not be the best way but I'll try "classic" modeling.
Will get the model into Z-Brush to add details later.
For the moment I work on the silhouette to get it to be more aerial.
I don't know why, saying this made me hungry. Fast Don where are you?
SudD = classic modeling into 3ds max, maya or other soft like that
Great start for the modeling but keep in mind to add some edge loops to have good hard shapes when the smooth is applied
(No fei-rukawa, don't tell me what you think about this shape :poly121:)
just like on a helmet. It will be its only "light weapon". Cut a few legs,
gather some informations and come back home as quick as it appeared
on the battlefield.
Not much time to continue modeling these days...
But in fact this modeling is not good at all for it is
neither a correct high-mesh nor a clean low-mesh.
I will probably loose time trying to fix it later on...
Lets do the rear legs now. Still have to think about the tail design.
Edit: ooo just notcied i think one of your forelegs is longer that the other and thus more bent take a look before you get too far.
i really like what you have done with the feet, the tail you have in your last pic seems a bit unaddressed maybe like a bladed end for slashing at the legless bodies as they fall? Gl with the rest of the body and with the high poly
-Woog
woogity > Yes the legs seem to have different sizes.
But in fact it is due to the view angle. They are both
the same but look different for they are a little twisted.
Hope it will be less strange in the final shot.
Thank you though. I keep your tail design idea in mind.
Wanted to finish the modeling first version tonight
but no strength left...
The blade in front also seems like it could punch in and out like those mouths from Aliens:
Ankle biters can drop the heaviest foes.
Maybe you could try to add some of these in other place.
For the moment it rather look like shoper tubes
10509 triangles...
but I thought the model was symetrical...
May be something in the tail.
Will check it latter. Brake time.
and rename parts during lunch time.
*bump* > : )
But anyway I'd like the blades to be thick; I'm not sure yet but they may have glowing effects
on their sharp side and just be made of metal on the other.
On the neck part for wich I didn't use symetrical instance I found a place with a cut missing.
Now the model has 10000 tris ! Actually mapping Uvs to see how much definition I can get with
all these elements. Not verry found of this part of the work so trying to get rid of it quickly.
Still have to check if the spaces
between Uvs are wide enough.
Always cooking without a good recipe
when it comes to mapping. Probably try
to bake normal map on one part of the mesh
to see what happens.
May go for a rather dark mood (Inspired by Tokugawa armor).
Still much to do to choose where to put the stress on...
nice design and colors to start with !
That reminds me mechanical animal type which tends to accompany some ninja/samurai/warrior in some anime ;D
on it yet. Have to think about details to add.
If you find the anime you were thinking about
let me know.
im digging the colours