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| | #1 (permalink) |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,272
| Scorponok[Amapi 8]
Here is something I started last night, the scorpion bot from the Transformers movie. I am going to say it is only inspired by the movie version as I am only going to devote a couple of days in tinkering to the whole thing. It should have enough detail in it to look a little better than haff-ass at least . Started the turbine and tail sections.
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| | #5 (permalink) |
| Always learning new stuff ![]() |
No problems Grendel. I didn't have the time to accounce to the betatesters it was ok, but it is if I'm not wrong, even now...
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| | #7 (permalink) |
| Hexagoner ![]() Join Date: Nov 2004 Location: Saint Cloud, Florida
Posts: 751
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What render mechanism are you using, this is awesome!!!
__________________ Seek and ye shall find. JESUS Hexagon 2|Carrara 6 Pro|Photoshop CS2| Painter X http://richchurchtoday.blogspot.com/ |
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| | #8 (permalink) |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,272
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Carrara is the renderer, a little more progress. I'll beef up the spiral fingers as they look a little fragile and not deadly enough. Did a render a little more Appleseed-ish, cel outline with semi real material.
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| | #9 (permalink) |
| Lick it up ![]() Join Date: Jun 2005 Location: Thonon/France
Posts: 4,649
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i don't know the movie so the object you're modeling, but it's a nice mechanical work
__________________ Toute faute de frappe ou erreur de syntaxe sont dues a un clavier rebelle à toute forme d'autorité. LightWave 9 | Hexagon 2 My gallery |
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| | #10 (permalink) |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,272
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Well, I'm pretty much done with the modeling. Decided to put a BFG in the right arm to break the symmetry in the model a little bit, the movie version had blades on both arms. I may fiddle with it a little more but nothing changing, just little tweeks that seem huge to me |
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| | #11 (permalink) |
| Pixar want to hire me! ![]() Join Date: Aug 2005 Location: Aotearoa Land of the long white cloud.
Posts: 581
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Can never have enough BFGs . The modeling is bloody impressive. Are you using creased edges at all on the geometry or is it all hard modelled with lots of edge loops?
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| | #12 (permalink) |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,272
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All hard modeling, but some pieces are subdivided and not smoothed. Crease edge function I never took to for some reason, i'll use for little simple things but I work faster with just looping it. Tomorrow I'll post an as rendered wire.
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| | #13 (permalink) |
| Pixar want to hire me! ![]() Join Date: Aug 2005 Location: Aotearoa Land of the long white cloud.
Posts: 581
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Thanks, yes I look at the bit of wireframe in yr first post but couldnt work out if you were smoothing. I never really trust the crease tool as its got to work in conjunction with yr renderer, and also I not tried it out much either.
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| | #16 (permalink) |
| Débutant ![]() Join Date: May 2004 Location: Saguenay, Québec, Canada.
Posts: 1,962
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GENIUS !
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| | #17 (permalink) |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,272
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Thanks all, it was a good practice piece and I'm happy the way it turned. tonytrout - I agree with the crease and render engines. I jump between packages allot(Car, XSI, C4D, Lightwave) and it's a pain in the ass to have to alter the obj/adjust geometry approximation/phong shading angles depending on the package after importing because of creasing. If it's all looped it's all the same You do get a higher poly count but it's saves me time jumping.Here are the render wires, while the tail segements and turbine look like their is allot going on they are actually the smaller polycount items. Some sections are subdivided and some are subdivided/smoothed. |
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| | #18 (permalink) |
| Always learning ![]() Join Date: Jan 2006 Location: New York
Posts: 453
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Great attention to details Grendel, very impressive.
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