...First off we have the Vinyl Launcher, an arm mounted weapon which will be used by the Electro class
It's still a work in progress at the minute so any pointers would be much appreciated.
Thanks
The normal map doesn't make much sense if your only going for grooves in the record and also because the object is so low poly it would be a waste of memory.
uv layout looks unique which is very bad, you could probably fit everything nice and snugly into 1/4 of the current space by overlapping. see attached.
Model wise, try creating some chamfers along the edges so it's not so blocky and maybe if it's a record player type weapon, throw in a playing arm as a reloading mechanism?
Hey guys, I'm working on a robot for a personal project at the moment and could really use a fresh set of eyes (or several sets of eyes!)
I'm trying for a sort of agile, hunter/killer robot - a relic from a great civilization thrown into a post-apocalyptic landscape similar to those in the movies 'book of Eli' and 'the road'. I'm a bit partial towards 13/22/23 myself but again, fresh eyes.
I think I need help with a better color pallette for this guy, still working on learning the texturing but i think it has improved since my last couple updates.
Finally got around to making this low poly. Crits welcome as always.
That is a TON of polygons for what is essentially a box with a bit of an extrusion. I would say you could easily get this down to half of where you are sitting at now.
Not saying you absolutely need to but looking at the poly distribution it seems like a lot of them don't do anything that the normal map couldn't handle.
It's surprising what kind of visibility is possible when you take it into consideration when designing...usually you're too low and you can't actually see the road, or you can't see over the nose of the car.
haha, cockpit view. Just need to sort out the smoothing on the wheel grips (for some reason Maya just doesn't want to play ball right now). The wheel MoTec texture is almost done, and the suspension and wheels should be wrapped in their own textures soon (massively tiled carbon fiber weave and rubber respectively).
thanks guys, Did another timelapse study for the sculpting exercises over at GA, Theme of cowboys and indians. Went a bit over board, did 2 hours, was trying for a jeff bridges look but need more time to nail it properly. timelapse link below image
thanks guys, Did another timelapse study for the sculpting exercises over at GA, Theme of cowboys and indians. Went a bit over board, did 2 hours, was trying for a jeff bridges look but need more time to nail it properly. timelapse link below image
thats awesome stinger88, I remembered trying a mignola style hellboy ages ago and found it hard transitioning the style over. Great job and awesome vid
Replies
I recognise the face but can't put a name to it. Who is she?
Time: 1.5hrs
[ame]http://www.youtube.com/watch?v=1RfCwf8c9jU[/ame]
done a bit more on this, decided not to use zbrush for the panel decor because lets face it manual work is more fun, right?
The normal map doesn't make much sense if your only going for grooves in the record and also because the object is so low poly it would be a waste of memory.
uv layout looks unique which is very bad, you could probably fit everything nice and snugly into 1/4 of the current space by overlapping. see attached.
Model wise, try creating some chamfers along the edges so it's not so blocky and maybe if it's a record player type weapon, throw in a playing arm as a reloading mechanism?
I'm trying for a sort of agile, hunter/killer robot - a relic from a great civilization thrown into a post-apocalyptic landscape similar to those in the movies 'book of Eli' and 'the road'. I'm a bit partial towards 13/22/23 myself but again, fresh eyes.
Took advantage of a long weekend to put this together.
@blot12345 Nice! I like it, although the top looks like it'll break those little twig supports :E
5 - looks like a stalker
18 - things that lean forward look ready to attack
22 - pouncer
Texture and materials;
next project
This is rough and a little magenta heavy in the shadows but you get the idea
!
Hboybowen> I'm targeting a certain art direction/style. It's not necessarily my 'style', but I guess the execution is definitely moof.
Wow, great job on Ms Conely, sir! I like it :thumbup:
[ame]http://www.youtube.com/watch?v=iFArMzfk-oM[/ame]
That is a TON of polygons for what is essentially a box with a bit of an extrusion. I would say you could easily get this down to half of where you are sitting at now.
Not saying you absolutely need to but looking at the poly distribution it seems like a lot of them don't do anything that the normal map couldn't handle.
haha, cockpit view. Just need to sort out the smoothing on the wheel grips (for some reason Maya just doesn't want to play ball right now). The wheel MoTec texture is almost done, and the suspension and wheels should be wrapped in their own textures soon (massively tiled carbon fiber weave and rubber respectively).
crits welcome
+1 Intelligence
+1 Armour
-1 Agility
lol, very cool character though. Looks great
Cockpit needs a few finishing touches.
Timelapse here
I also edited my stabbington brother sculpt slightly, think he looks a bit better now
Click for wireframe:
http://dl.dropbox.com/u/7557268/Adv%20Modelling%20in%20Games%20Eng/Shots/character_normal_map2_wires.jpg
Some progress on my robot :
And a youtube video to show how the plates are moving when he moves his head.
[ame]http://www.youtube.com/watch?v=wuWAZbUOwx0[/ame]
id say u definitely nailed the jeff bridges look. the timelapse(s) are really great!
Time 1.5hrs
[ame]http://www.youtube.com/watch?v=uwLgoJmhhsw[/ame]
Moof, I want your hard surface babies
8o
1st time to use wacom!C&C welcome how to improve my digital drawing skill