Hey everyone! This term I have an independent study class in which I am doing this mech. It is destined for the UT3 Engine as a character. I have really only gotten some of the blocking done, but I wanted to start this thread to get it rolling.
My 2D skills are a bit rusty, so the concept is more of a guideline and i have ref pics to get in the finer details. If anyone has any refs of mechanical joints and clamp-ish things that you'd like to share i'd appreciate it immensely! My biggest worry right now is not knowing exactly how all the parts are gonna fit together to look pleasing and still seem functional :P
Here's my concept.
And what I have so far!
Any comments/suggestions/critiques thus far would be great!
Thanks!
Replies
I threw out the cylinders on the shoulder and hip join for a different kind.. i dont know what its called, but it looks like this:
Is this kind of what you were talking about with the ball joints? Or was there an even better design that i havent seen?
Thanks!
Let me know what you think!
I finished off most of the low poly.. the only thing i'd want to add is some removable weapons and maybe some cords or pipes, but im not sure how much a normal map can fake in some of those cords, ect. I'm pretty much going by.. if it affects the silhouette it should be modeled in, and if it doesnt, normal maps can take care of it. Is that a decent rule of thumb? haha
Also, ive gone through and taken out some edges that weren't needed to optimize the mesh. I'm sitting at nearly 4200 polys right now and i'm wondering if it wouldnt be a good use of extra polys to go through and bevel the 90 degree edges? I've heard that having beveled edges for normals makes them come out much better due to some normal issue with 90 degree edges overlapping on the maps?
Also, any critique on the general model, silhouette, idea, flow, ect would be greatly appreciated!
ive never done a high poly to low poly bake before. Is there anything i should know going in to making the high poly that would help out in the end?
Had some suggestions from my teacher to make it a bit less symmetrical, and i think it turned out for the better!
On to the high poly and optimization! rawr!
Again, any tips would be great!
yeah, If you were to scale the right arm gun down a bunch and rework the claw you should be able to fix the balance issue. For the claw I would try to stick to very geometric shapes. Right now they have an almost organic sharpness that is not shared on the rest of the mech.
And i was aiming for it to be pretty dinky.. kinda like a small utility thing, and not really used for grappling or any heavy work.
Again, let me know what you think!
Good job so far!
Here is an image with the claw scaled up a bit, I think what bothers me about the claw is the width in the arm compared to the width of the claw, the mech on the right has the scaled up claw.
Just my 2 cents