Posted: Thu Jun 09, 2016 9:35 pm Post subject:
WIP models showcase
been using blender for about 2 months and so far i'm pretty impressed with learning time table, currently having difficulty balanceing detail with good geometry, the more detail i add the more bad geometry pops up, and i lack the knowledge of how blender has the tools to repair it.
anyway enough talking, here a few experimental mechs ive been working on . lots of errors on these im fully aware of, if you can instruct on the techniques and the knowhow to fix them, instead of just pointing them out that would be great. i use blender
new update model ive been working on added.
templatepicture.png
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New updated mech , as of 19th June, this image is a quick test in donut arnolds template,currently learning how to animate this particular model
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mechhead.png
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testing out "commander " mech upgrade, poorly kitbashed
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mech.png
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testing out donut arnolds blender scripts
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nodepic4.png
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playing around with nodes , these are consider in my mech graveyard. to many errors not enough know how how to fix
that first mech turned out really well.
Though there are still quite a few basic primitives (boxes, cylinder etc) visible.
Even more on the newer models.
I'd suggest you try to chamfer more the edges and also work a bit more on a polygon level. It looks a bit like you only combine boxes of different sizes.
Also when modeling joints, you should look at some real joints and try to recreate them. The legs on your mechs look like the joints are stiff as in having a single metal plate going through the entire leg.
There are no visible rods, wheels, bearings, hydraulics etc, which when added, give your model a much higher level of detail and realism.
P.S.: i think you shouldn't use gif, unless to show an animation.
Those horrible colors and the fast rotation are hard to watch and notice any details. _________________ SHP Artist of Twisted Insurrection: Nod buildings
will check out a chamfer'ing tutorial as i havent come across that in my learning process yet. yeah i 100% agree about the gif , have yet to find out how to slow down the gif animations, and the coloring was basic materials cobbled together for experimentation , im not excusing its poor quality though.
my main focus at the moment is shapes and i think that advice about chamfer'ing is exactly what i need will check it out thanks
ps OP has been edit based on you advice interms of the crappy gif i did. Last edited by malius123 on Wed Aug 31, 2016 5:33 pm; edited 1 time in total QUICK_EDIT
now with the still images i see you actually have already quite a few chamfered edges.
hmm, hard to put my finger on it, but it could be the missing smaller details, that everyone recognizes and which give a sense of scale.
small vents, wires, hydraulic dampers, mechanical joints with visible bearings/shafts etc.
it seems you also only extrude stuff. Like one layer put on another. Boxes attached to other boxes and then a bit edges chamfered.
Some intruding parts could help to soften that up a bit. Like holes (for the mentioned vents) or seams where 2 metal plates meet.
The nose part of your first mech is very well done in this regard, but it's still hard to scale this mech. It could be a tiny 2m robot or a huge 30m mech as there are no details giving away the true scale.
Maybe it also helps if you put a small human dummy in the scene, so it helps you getting the proportions right and add smaller details matching that human dummy (e.g. to get the right thickness of the bars for a cockpits roll cage). _________________ SHP Artist of Twisted Insurrection: Nod buildings
yeah i realised blenders version of chamfer is called beveling which i may do too much.
perhaps the thing that strikes you LKO is its the lack of textures . i use materials atm and am looking into textured materials. but after a few atteptes at UV unwrapper which isnt so bad, making textures is beyond me for the time being.or its that they arnt rigged so arnt actually set up in there standing pose yet.
STEALTHTROOPER EXAMPLE.png
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the further one away is the the more detailed one, used a little too much subsurface , but went with LKO's advice on joints and stuff
the further away detailed mech is cool. The feet give a nice sense of scale.(even though i personally find a rollerblading mech a bit ridiculous)
Suche details on the head -> win.
You could work a bit more on the proportions to get closer to the sketch, as your head seems rather big and long. It could be also a bit more round, organic shaped to match the sketch.
Textures aren't such a big deal. Sure they can add detail, but it's good if you could with the model only judge scale, make out certain details and see the how it works. _________________ SHP Artist of Twisted Insurrection: Nod buildings
thanks will get on it , the mech was chosen for its ridiculous concept, kinda making a "if Nod (from tiberian dawn/renagade) was a RA2 side", so trying to making over the top Nod units.
HOVER TANK.png
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work in progress on the tank, ignore the colour just trying to get that old skool nod blue'ish colour feel with out it feeling too allied forces blue
was messing around with the tank in a moment of bored , i did this, cant for the life of me remember where i got the inspiration for this concept
Image0015.png
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hover tank or new allied Sky cruiser , remember RA1 now it takes to the skies. or a hover artilery kinda tiberian dawn nod artilery on steroids.aww the possibilites .
I recommend sticking with the oddballs like the landspeeder and strider type units, and ditch the traditional Mechwarrior style... there's something boring and repetitive about the humanoid mech suit that design flare can't fix. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
does this apply to the concept art or my interpretation of it. humanoid mechs designs are my personal favourites but the more human shaped ones like gundams rather than the tin can man style of mechwarrior
the attached picture is my end goal, interms of design, but i want to improve my knowledge base with blender first,
atm trying out new node setups but am struggling getting my head around node trees.
blender uses node trees to generate the more advanced preceduraial materials . and most of my experiments into using them just ruins them. trying to make the models feel more textured.
edit-anyone got an example pic of a node tree they use for GDI metal, the gold bits in particular QUICK_EDIT
atm trying out new node setups but am struggling getting my head around node trees.
blender uses node trees to generate the more advanced preceduraial materials . and most of my experiments into using them just ruins them. trying to make the models feel more textured.
edit-anyone got an example pic of a node tree they use for GDI metal, the gold bits in particular
update= worked on new animation for stealth trooper came out wrong but gave me a chuckle.
Animation2 walking and fireing.gif
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updated animations, disco roller mech does the disco step.
Think you can make the Wing Zero Custom from Endless Waltz? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
How about Barbatos then? Or Barbatos Lupus from Iron-Blooded Orphans?
You know what, I'll send yeh a request list... NOT _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
blendswap has a huge amount of free models, then use the blender scripts from this forum to make shp out of them, some blendswapfile may be already rigged, sometimes even animated, so you may be able to make your own. good luck QUICK_EDIT
how do you mass import pngs into JASC animation shop without it completely fudging up the image sequence, importing like 500 images into it then finding the images are all jumbled up. its rather tedious importing single pngs into it . was trying to speed produce a public infantry shp. to model and animate it took aday and half, ,but now trying to make the pngs into a shp, has taken over 4 days. QUICK_EDIT
-render the frames
-use IrfanView batch rename (or Total Commander rename etc) to give all the frames a consecutive ordered number (if the render wasn't producing already a consecutive numbered list)
-start SHP Builder
-File/Import/Image->SHP
--select the one image that is shown (SHP Builder shows only the first of a consecutive numbered list of images)
--follow the instructions (like select the correct palette)
done
no clue what JASC animation shop is and for what you wanna use it, but sounds like an unnecessary additional step. _________________ SHP Artist of Twisted Insurrection: Nod buildings
jasc allows alittle bit more robust colour replace than shp builder , while not as good as gimp at post render editing , i find jasc is a little easier on the eyes interns of interface. probably will switch over to gimp completely and abandon jasc. but i have a mild form of colour blindness, and sadly certain shades of reds are affected. i use jasc primarily to colour replace. because it was quite easy when i convert a ton of civ3 units for my private shp collection using jasc , i didnt really come across the issue of it jumbling up the image sequence now i use blender and make my own renders ive come across this problem
i know how to make a shp in the shp builder here's a preview of the failed attempt so far. (for speed i used the shp builders gif maker because of my issue with jasc).
ps. i found a work around but its limited how robust jasc actually is. using the animation wizard feature solves the issue of it being jumbled up. but importing into a curent work project will still result in it fudging the sequence.
i shouldnt of looked at tiberium odyssey moddb , gone a little ocd on doing an inspired voxel. its inspire from the mech from moddb but added a bit of uniqueness to it. ignore the textures because there wip
rendered mech1.png
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render of the mech with its feet poorly done
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inspired2.png
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i cant animate four legs yet so i removed the feet and made it a tank so i couldget an idea of what it looks like in-game as a voxel
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