I did a paintover for you outlining some modeling errors. Obviously you know how to sub-d model but it looks like you aren't spending the time to clean things up. Generally there are a couple of big issues being repeated that are holding the modeling back:
1: Pinching. I think this is a larger scale edge flow problem causing pinching and some of the unclean forms. In some instances it also looks like simple things like vertex placement.
2: Details created from existing topology that aren't pleasing. A lot of your smaller panel extrusions and vent holes are based on whatever topology was already there. Those two vent holes in particular I can so clearly see the original topology and the shape it creates is messy and not pleasing.
3: Inconsistent edge widths and many edges that are too sharp. A lot of your edges change width in a way that doesn't come across as intentional or pleasing. Also, a lot of your edges are too sharp to do anything with in a bake.
Also, sorry if it is hard to read. My handwriting is pretty bad.
Computron: Yeah, that depends on if I bake it down, and at what rez.
AlecMoody: Thanks for the paintover. Yeah, sometimes I get lazy when creating details and use existing topology, specially when I dont have any concept ^^ As for the edge width, majority of those is on parts that are either still lowpoly placeholders or just not touched that much yet : )) But I do tend to leave pinching in places if I cant really see it when baked etc. *lazy bum* That area in the top front bugs me the hell out though, dont know what to do with it, so thats why I stopped working on the helmet for now and doing the body : D Thinking of just scrapping that area and smoothing it out, cause its kind of sticking out as a lowpoint right now.
First off, your hard surface is awesome man! My main crit would be to dig out the shoulder area a bit for more articulation. I'm assuming the actual arm hinges from the center of that shoulder pad. But it would be nice to allow for a full range of mobility, allowing him to raise his hands above head. You could go with a simple ball joint design or build off of what u got there. But it would also be nice to give him some sort of clavicle too if possible.
I see lots of great designs out there, but only 1/5th of them are actually functional. No one likes bendy metal.
Asimo is a good example of ball joint driven arms.
PogoP: well, its a robot face, like I wrote :P
dtschultz: yeah, its because of the AA-algorithm, combined with few AA samples, and very contrasty reflections. The live streams should be there on my stream, just click them : ))
soo, doodling on the body, starting to like the upper torso a bit, the arms and legs are still very much up in the air, im gonna try to scrap the legs altogether and try another variant aswell, hm hmmm...
The hardsurfacec elements are really looking nice. Not sure the overall appeal of the character's proportions is as effective as the hardsurface modeling elements.
I agree with mbischof, the design is really letting down the otherwise masterful detail work you've put into this piece. There's just no flow to the design.
NECROTHREAD! Figured I would finish this anyway, since i already put so much time into it Dont think i can salvage the design, but i'll do my best to clean it up a bit
Love this. This has inspired me. It would be sweet to see some wire frames. I am a huge fan of hard surface and still in the learning phase. I would really like to see how your line work flows and how you got some of these shapes. Thanks, and again, really digging what you have here. From the beautiful renders to the smallest detail. Just love it.
Thanks! You can see some of the modelling on my new stream, there are two videos there, modelling on the robot in both of them: http://www.twitch.tv/torfrick
Necrothread this TWICE? Why not! Gonna try to actually finish this one off now in the spirit of mental peace! Have grown to hate many things in the design but im just gonna power through it and finish it off and slap some quick autotexturing on the highpoly and render out
Loving the double necro! Turned out super cool anyway
Im only referring to setting up shaders in modo to texture a bit for me. Mostly using cubicmapped textured mixed with occlusionshaders as masking etc to get decent grime in creases etc. Also mixing in some generated weightmaps
Replies
1: Pinching. I think this is a larger scale edge flow problem causing pinching and some of the unclean forms. In some instances it also looks like simple things like vertex placement.
2: Details created from existing topology that aren't pleasing. A lot of your smaller panel extrusions and vent holes are based on whatever topology was already there. Those two vent holes in particular I can so clearly see the original topology and the shape it creates is messy and not pleasing.
3: Inconsistent edge widths and many edges that are too sharp. A lot of your edges change width in a way that doesn't come across as intentional or pleasing. Also, a lot of your edges are too sharp to do anything with in a bake.
Also, sorry if it is hard to read. My handwriting is pretty bad.
lollin
lookin great Tor, pure poly porn
AlecMoody: Thanks for the paintover. Yeah, sometimes I get lazy when creating details and use existing topology, specially when I dont have any concept ^^ As for the edge width, majority of those is on parts that are either still lowpoly placeholders or just not touched that much yet : )) But I do tend to leave pinching in places if I cant really see it when baked etc. *lazy bum* That area in the top front bugs me the hell out though, dont know what to do with it, so thats why I stopped working on the helmet for now and doing the body : D Thinking of just scrapping that area and smoothing it out, cause its kind of sticking out as a lowpoint right now.
First off, your hard surface is awesome man! My main crit would be to dig out the shoulder area a bit for more articulation. I'm assuming the actual arm hinges from the center of that shoulder pad. But it would be nice to allow for a full range of mobility, allowing him to raise his hands above head. You could go with a simple ball joint design or build off of what u got there. But it would also be nice to give him some sort of clavicle too if possible.
I see lots of great designs out there, but only 1/5th of them are actually functional. No one likes bendy metal.
Asimo is a good example of ball joint driven arms.
The hardsurfacec elements are really looking nice. Not sure the overall appeal of the character's proportions is as effective as the hardsurface modeling elements.
I am unaware of this. Can someone elaborate?
Loving the double necro! Turned out super cool anyway
Im only referring to setting up shaders in modo to texture a bit for me. Mostly using cubicmapped textured mixed with occlusionshaders as masking etc to get decent grime in creases etc. Also mixing in some generated weightmaps
Good job on necroing and wrapping it up. Turned out great! And thanks for the explanation!