Update! A friend of mine was kind enough to sit down with me for a few hours and show me how to approach Cat Rigging for the mechs. With the way I had prepared the model prior, it was a simple process to skin each element to its assigned bone for later posing. An example of the established Rig can be seen in the image…
Update! So I meant to post this earlier, but unfortunately baking the meshes took a little longer than I'd initially planned due to an unforeseen glitch with the arm high-poly... When I uploaded the last post, I had everything but the flamethrower attachments concepted and made - I've since then done a loose, simple…
Update! With the torso high-poly sorted as of the last post, I've decided not to move on to the cockpit just yet, instead choosing to get the base arms for the mech done first - this way, I have a base to work with for the alternative designs, and at least one design that resembles the original silhouette in a recognisable…
Update! Following on from the last several posts, I went back to refining my textures and really pushing the materials further. My first hurdle to overcome was the texel density; with having split the model into four Material IDs, I found that I was lacking the resolution to really take full advantage of what Painter has…
Update! Since the last post, I've put a lot of time into establishing a base-pass for the mech overall. My thinking has been that if I can get the groundwork established for the texturing, then I can adjust and tweak as needed and continuously improve as I progress to the end of the project. This began with setting up the…
Update! I've created a secondary, and a third presentation scenario within Unreal Engine V with the focus being on creating several alternate types of renders for vehicles that one could come across on ArtStation. The first render scenario was based on feedback from a friend of mine: Will Greenwood (Cloud Imperium Games)…