I am new to the Polycount Forums, so I thought I'd start with a WiP thread. I found this robot online and am working on making a 3D game asset. I am starting with a high poly model and I will update this thread as I finish it and move on through the process. The goal is to have a fully textured and rigged game asset in Unreal 4 by the time I'm done. I would welcome any comments and critiques.
Design by CreatureBox
http://creaturebox.com/
Replies
Try to block in the whole body before going into detail. It will be a pain if you have to resize the inside cables because the proportions don't match.
Best of luck!
und u got something to reposition scale and form omg... :P
oobersli - As always, you feedback is invaluable and I will incorporate it into my workflow.
nickcomeau - You are 100% right on the bolt things at the bottom. I will re-size them today.
OctoKube - I am modeling this in modo 801
I feel the shoulders and head need to be bigger as well.
Don't rely on overlaying your model trying to match the concept to get the finalized scale. Use your eye judgement. By all means look at the reference, but also look at the parts in relationship to each other to better determine the scale.
Also do take note of what OctoKube has said. The reference image perspective is skewed a bit. Keep that in mind and try and use your best judgement.
one can hardly see all the work u put in this... three point lighting ftw