20-01-2005, 02:43 PM | #91 |
The Maya Mountain
Join Date: Jan 2003
Location: Port Orchard, WA
Posts: 654
|
definitely a lot better.
I'd recomend lowering the bump intensity a bit. You might also consider a reworking of the head. The body looks very menacing, while the head almost gives it a cartoony look. That might be what you're going for though, in which case, that's fine! Also, I was thinking that it could be cool to see the green paint flaking off in some bits. If the robot is rusty, I'd imagine the paint job would be a little shoddy too! I'd also tone down the vibrancy of the colors if you're going for an old robot look. Another thing you might try experimenting with is adding battle marks... blast scars and stuff. AND (lol) on protruding edges and such, you might consider adding some highlights and scratches, as they would probably be the most banged around. Just some suggestions! |
20-01-2005, 07:26 PM | #92 |
Full Access Member
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
|
thanks, Ive been thinking about the different concepts that you posted and Im thinking that its not so much as old as it is seasoned. since I still have some time, Ill play around with it for a while.
|
20-01-2005, 08:15 PM | #93 |
Full Access Member
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
|
More detail added to damage effects.
|
20-01-2005, 08:27 PM | #94 |
Registered Member
Join Date: Nov 2003
Location: the netherlands
Posts: 798
|
very nice... i don't see anything wrong ( how could i?? mike allready said everything, and you fixed it ).
well ok...maybe the poses are a bit uninterested. i know they are not the final poses though, so i'll keep waiting for the final pose. |
20-01-2005, 08:58 PM | #95 |
Registered Member
Join Date: Jan 2004
Location: Canada
Posts: 460
|
that looks hell kinda wicked!!! I like the bullet marks!!!
|
21-01-2005, 12:08 AM | #96 |
Full Access Member
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
|
thanks, for the kind words. Ive been finishing up the legs ( adding the battle damage). I think Im finally at the point where I should stop adding detail, or it will start getting too crouded.
Ive been working on IK with the character and Im getting OK, well not really Ive still only got basic controle. Im going to try to set up a quicktime VR. |
21-01-2005, 11:02 PM | #97 |
Registered Member
Join Date: Aug 2003
Location: UK
Posts: 300
|
very nice work
have you tryed a bigger head? just it looks a little small the the body. |
22-01-2005, 03:31 AM | #98 |
Full Access Member
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
|
thanks, I know that the proportions are off from the original toy. If you look at the pic I posted at the begining of this thred you'll see what I mean. I think if anything I made the head too big. Ofcourse I knew from the begining that it would not be exactly the same.
|
22-01-2005, 03:16 PM | #99 |
Registered Member
Join Date: Aug 2003
Location: UK
Posts: 300
|
oops sorry i forgot about that
can we have a wire to please? |
22-01-2005, 11:53 PM | #100 |
Full Access Member
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
|
no problem, I tried rendering a wireframe but it really is too much to see anything. wire shade was much easier to see
|
22-01-2005, 11:55 PM | #101 |
Full Access Member
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
|
the back side
|
23-01-2005, 12:32 AM | #102 |
The Maya Mountain
Join Date: Jan 2003
Location: Port Orchard, WA
Posts: 654
|
I have to say, the model is excellent. My only gripes are preferences, in that I don't care for how the head, feet, and hands look stylisticly, but that's subjective. I'd like them better, I think, if they were more like the original image used as reference back at the beginning!
I'd also suggest somehow using LW's equivalent of a lattice to shape some of the proportions to be similar to the original's look too (big upper body, shoulders, etc). Might be too late though, with rigging in place. I still think the "general metal" bump should be decreased. If you don't mind, I'd like to bump your entry to Normal category. |
23-01-2005, 05:50 AM | #103 |
Full Access Member
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
|
mtmckinley, I would have liked to do more with this object, but the time and polycount prevented it. I had a little trouble with proportion since I eyeballed the sizes and I couldnt really tell if I had it right till later. I had to resize the arms and legs a couple of times before I was happy with them.
the rigging is no problem with lightwave, (its been like 4 years since Ive worked with Maya so Im not sure of the equivilent) I spread all the parts that move independently on different layers and parented them as a skeleton would be. All I really had to do was adjust 1 keyframe for each arm. the real work is the UV, I modified the torso, but now Ive got some stretching . I tried fixing the UV but Ill probably have to repaint the whole thing (torso color and bump) to fix it. If you really think this is good enough for the norm catagory then its OK with me. Just you saying so is honor enough for me. As far as Im concerned, Ive achieved all my goals with this project. Ive got a decent handle on UV mapping technics , Ive got another model under my belt, and feel ready to enter the next comp in the norm category. My son (8yrs) thinks its cool and my dayghter (2yrs) likes to give him kisses (I have to clean my monitor frequently). :p thanks for your support. |
24-01-2005, 02:47 PM | #104 |
Registered Member
Join Date: Aug 2003
Location: UK
Posts: 300
|
has the head got a bump map? it just looks abit blurred and clean compared to the rest of the body
|
24-01-2005, 03:56 PM | #105 |
Full Access Member
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
|
I think it just looks that way because the head is smaller than any of the other parts. If that makes any sence? It has something to do with the texture scale ... I think? :o As you can see, up close it isn't blurred.
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Sandman300 - May - Texturing | sandman300 | Previous Challenges & Competitions Area | 71 | 05-06-2007 09:10 PM |
sandman300 - March/April | sandman300 | Previous Challenges & Competitions Area | 60 | 13-04-2007 12:35 PM |
March/Apr - Norm - sandman300 | sandman300 | Previous Challenges & Competitions Area | 64 | 01-05-2006 12:57 PM |
May/June - Norm - sandman300 | sandman300 | Previous Challenges & Competitions Area | 56 | 26-06-2005 11:22 PM |
Mar/Apr - Norm - sandman300 | sandman300 | Previous Challenges & Competitions Area | 51 | 30-04-2005 11:35 PM |
Thread Tools | |
|