Really great work here. The modeling is superb. There's a nice mix of high and low level detail, so the eye doesn't get bored or bombarded with detail.
I think that if this were to be baked out to texture, you might run into issues with the bolts and possibly the vent-esqe type slats on the ends of the arms.
Not really much critique other than that. It came out very solid.
Nice stuff for sure. Hope to see you give it a nice ZB pass.
My only crit is just in presentation.
Give this a proper render with solid untextured material definitions and a good light setup to really help show off the modeling.
Just my personal taste, but this screams of freshly imported zbrush matcap, especially with the poly smoothing standing out on several parts which IMO is hurting the quality of the modeling presentation overall. You can adjust the smoothing display in the Tool>Display menu, but it has to be done with each subtool, which could take some time depending on how you exported your OBJ and will also hurt performance. While I like SOME matcaps, this presentation doesn't aid the model IMO. The page layout and logo is great, it's just the ZB matcap look.
You would save yourself a lot of time by getting a good material library like the MR shiny mat for Max which requires very little setup and is fairly easy to use and looks just downright sexy.
Looking forward to seeing where you take this!
I have one more crit. If you take this to term as a game model, you might have issues with the bottom trim portion. Unless you intend to model each individual spike, i would take those patrusions and keep them within the inside of the over all shape rather than protrude out. You'll get a cleaner bake.
Replies
nice
bigger pics :P
Nice job. Planning on baking it down?
to me it feels like a gears of war/final fantasy cinematic model ?!
I think that if this were to be baked out to texture, you might run into issues with the bolts and possibly the vent-esqe type slats on the ends of the arms.
Not really much critique other than that. It came out very solid.
My only crit is just in presentation.
Give this a proper render with solid untextured material definitions and a good light setup to really help show off the modeling.
Just my personal taste, but this screams of freshly imported zbrush matcap, especially with the poly smoothing standing out on several parts which IMO is hurting the quality of the modeling presentation overall. You can adjust the smoothing display in the Tool>Display menu, but it has to be done with each subtool, which could take some time depending on how you exported your OBJ and will also hurt performance. While I like SOME matcaps, this presentation doesn't aid the model IMO. The page layout and logo is great, it's just the ZB matcap look.
You would save yourself a lot of time by getting a good material library like the MR shiny mat for Max which requires very little setup and is fairly easy to use and looks just downright sexy.
Looking forward to seeing where you take this!
My only crit is I actually think its just alittle too busy. But, perhaps clever diffuse painting can offset that.
Great job man. SHOW MORE! :P
Would be great to see this as lowpoly, textured and in an environment.
*although the little axle bits that hold on those huge arms don't seem structurally sound.
Great hard surface modeling, good job. Agree about the mat and presentation of that first image though.
@Jayoplus and @ Jramauri
I am Going to make it Low Poly n Textured for my portfolio, i'm thinking i Might make a video of it and post it.
@Duxun
I got my comp like 2 years ago its pretty good I got
8 Giggty-giggity of ram
Dual Nvidia Geforce 9800GT (SLI)
2.6Ghz intel Quad core duo
But I Also Use Layers lol It just helps makes things run faster when dealing with such a High polycount.
@Firebert
I will definitely look in to doing a better Presentation Thank you for the Heads up!
@XenoKratios
when ever I want some thing to flow along a surface I duplicate the surface then I subdivide the surface a bit.
then Using the CUT tool I draw a pattern out that i like.
then I select the pattern and Go to Make Shape from Selection. then from there I can make a Spline, or make an Object flow along that shape.
@Pand0r
Hmm thats a good question I'd say about a week and a half or so. I worked on it on and off between school.
im still a beginner at 3Ding it excites me knowing that one day i will be doing stuff like that very inspiring