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Old 2nd August 2007, 11:54   #1 (permalink)
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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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Old 2nd August 2007, 12:09   #2 (permalink)
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Cool movie, hot scorpion, im surprised you managed to find some decent references for it, nice to see A8 in action, sure you are allowed to?
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Old 2nd August 2007, 12:18   #3 (permalink)
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I asked previously and the screenshot on the public blog shows more that this one so I think it's alright
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Old 2nd August 2007, 12:28   #4 (permalink)
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Hope so, I think I wait until dust settle. Nice modelling on the scorpion too.
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Old 2nd August 2007, 12:52   #5 (permalink)
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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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Old 2nd August 2007, 19:09   #6 (permalink)
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A little more progress with a few spare moments.
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Old 2nd August 2007, 19:17   #7 (permalink)
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What render mechanism are you using, this is awesome!!!
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Old 3rd August 2007, 09:12   #8 (permalink)
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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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Old 3rd August 2007, 09:41   #9 (permalink)
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i don't know the movie so the object you're modeling, but it's a nice mechanical work
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Old 4th August 2007, 17:45   #10 (permalink)
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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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Old 4th August 2007, 19:25   #11 (permalink)
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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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Old 4th August 2007, 19:35   #12 (permalink)
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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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Old 4th August 2007, 22:42   #13 (permalink)
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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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Old 5th August 2007, 01:27   #14 (permalink)
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Great job !
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Old 5th August 2007, 01:56   #15 (permalink)
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wow Grendal, top notch stuff you got going on. So much detail put into it.
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Old 5th August 2007, 05:26   #16 (permalink)
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Old 5th August 2007, 10:44   #17 (permalink)
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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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Old 5th August 2007, 15:59   #18 (permalink)
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Great attention to details Grendel, very impressive.
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Old 5th August 2007, 17:00   #19 (permalink)
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Here is a little advert image that I could'nt help but make.
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Old 6th August 2007, 12:57   #20 (permalink)
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You rock !

(but the text and the "A" are not very smoothed)
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