in keeping with my tradition of basically never finishing any of my personal projects, Ive decided to start a new portfolio piece! (woo) I haven't done anything hard-core mechanical in a while, so I'm going to make myself a cliche Crab-Tank-Robot-Thing-of-Fiery-Cannon-Doom (<sarcasm> because nobody else has EVER made one of those before </sarcasm>). This is not a practical design, and its really only going to be for some eye candy I can stuff in my port (hopefully), but I do plan to cram it in UDK at some point.
I busted out a rough draft last night in a few hours, and I'm happy with the basic design, so on to the high poly stuff.
Ill post updates as I have them, but thanks to family/work/life stuff its probably going to take me a few months to finish it. In the mean time, if anybody has suggestions / crits / comments / bananas or anything else, Id love to hear them.
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Hopefully more sooner than later
go on!
is that max? how do i get it? O_O
@ alimghty_gir - Ha, I do see the similarity... I managed to pose a game Ive never even played :P
what do u have in mind for low poly polycount?
u might wanna soften some edges, like the legs's chassis
That is pretty slick, and I bet you could actually script the setup. I use an instanced turbosmooth to control stuff like that too, but had never considered wire parameters for it.
If anybody can figure out how to actually script the wiring Id love to know how it was done. I got into using the sliders in my arch viz days - I would wire accent, fill and main light intensity and colors, wind parameters for trees reflection values etc so when I sat down with the client I could change almost anything just by tweaking a slider, vs manually changing values in 150 lights or whatever. The sub-d thing is a great timesaver tho - glad you guys like it!
@ Dimfist - After taking a break from this model for a couple days I came back to it and really see what your saying about the ammo canisters... they totally don't fit. I'm going to redesign them at some point, and try to get something more like my original block model that fits the rest of the model better.
so... yea... about a year after starting this project I am getting back to wrapping it up rather than let it fall into unfinished project abyss. I am working on re-baking the LP to get some better detail out of it, and then Ill wrap up the diffuse.
I slapped together a scene that I want to finish off to showcase this thing, but Its not really feeling... good. Everything I try to add to it at this point looks bad to me, so its time to get some fresh eyes on it and see if I could do a total overhaul, or if there is potential in this general direction.. the sky and foliage are all place-holder udk assets.
The idea is that this was being built in secret 30 years ago. For whatever reason the project was abandoned, and the facility was forgotten and fell into disrepair. I got the idea from the random photos of abandoned awesome at the bottom of this post.
Thanks for the feedback!
I love the tank though! Really awesome design and I think if you combined the dark legs of the sci-fi looking one with the jungle body replacing the digi-camo with the dark scraped metal, it would look pretty swizzle.
Can't wait to see more progress!
also, is it too late to throw in some canvas brass catchers? would really break it up a bit,visually. less shiny/detailed.
Though maybe you plan to do matte outer plates which would be cool