Ok, so I open up this thread and think wow very nice concept art, then find out this is an actual 3d model and now Im really amazed. Love the robot design and the style is very different. Perhaps you will share some knowledge on your texturing process to create that.
awesome i too thought it was an awesome concept drawing but its an even awesomer (epic wordage) 3d model - really loving the texture - keep it up - and if you can get it animated looks like it would be pretty kewl to see wandering about reeping havoc !
Is this 100% self illuminated, or is there a special shader involved?
Only 1 critique - it looks like you've used 8 sided cylinders for everything, even though there's a huge difference in size between elements. (such as the robot head vs the handlebars)
Cool stuff Mya, I like the stylization you've accomplished here. It's not too often one gets to see strikingly graphic and minimalistic 3D work like this. Plus: beaten up old robots are awesome.
What's this talk of Photoshop filters? This cel-shaded look is pretty easily accomplished in realtime with shaders, no 'shopping necessary.
All kinds of awesome man. I do think the highlights are a bit distracting on certain parts of the bot, or perhaps it's camo? I can't really tell, so if it is camo it needs to be clearer, and if it isn't then toning down some highlights would be nice.
One of the most interesting models I've seen recently. It's lacking some definition that some outlines might help (like maybe some sort of toon shader), but it actually reads surprisingly well even without it. Great job!
Just wanted to say thanks for all of the comments/crits guys - much appreciated!
As someone else already mentioned, the cel-shading look was just a case of running the ambient occlusion pass through the cutout filter in Photoshop, then working into the details. It's not a good approach for an in game model, because obviously the lighting is frozen, but for a static model like this, it's works out quite well.
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Must teach me your ways sensei, oh and congratz on the first post ::poly124:.
Only 1 critique - it looks like you've used 8 sided cylinders for everything, even though there's a huge difference in size between elements. (such as the robot head vs the handlebars)
Sorta reminds me of a cross between Gorillaz and Jet Set Radio!
just like 2D concept
Very unique style. Can you post the texture flats and wire frames?
What's this talk of Photoshop filters? This cel-shaded look is pretty easily accomplished in realtime with shaders, no 'shopping necessary.
u should make a whole scene in that style O.O
As someone else already mentioned, the cel-shading look was just a case of running the ambient occlusion pass through the cutout filter in Photoshop, then working into the details. It's not a good approach for an in game model, because obviously the lighting is frozen, but for a static model like this, it's works out quite well.