Go Back   Lightwave Community at SimplyLightwave > Competitions > Previous Challenges & Competitions Area
Register FAQ Members List Calendar Mark Forums Read

Reply
 
Thread Tools
Old 20-01-2005, 02:43 PM   #91
mtmckinley
The Maya Mountain
 
mtmckinley's Avatar
 
Join Date: Jan 2003
Location: Port Orchard, WA
Posts: 654
Default

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!
__________________
-Mike
www.mtmckinley.net
3D Artist at Zombie Studios
mtmckinley is offline   Reply With Quote
Old 20-01-2005, 07:26 PM   #92
sandman300
Full Access Member
 
sandman300's Avatar
 
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
Default

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.
Attached Images
File Type: jpg mecha hulk 043.jpg (154.4 KB, 69 views)
sandman300 is offline   Reply With Quote
Old 20-01-2005, 08:15 PM   #93
sandman300
Full Access Member
 
sandman300's Avatar
 
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
Default

More detail added to damage effects.
Attached Images
File Type: jpg mecha hulk 045.jpg (207.0 KB, 68 views)
sandman300 is offline   Reply With Quote
Old 20-01-2005, 08:27 PM   #94
bullet_evader
Registered Member
 
bullet_evader's Avatar
 
Join Date: Nov 2003
Location: the netherlands
Posts: 798
Default

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.
__________________
Check out my homepage
sometimes the few have to give their lives for the many!!!
bullet_evader is offline   Reply With Quote
Old 20-01-2005, 08:58 PM   #95
Zeeman
Registered Member
 
Zeeman's Avatar
 
Join Date: Jan 2004
Location: Canada
Posts: 460
Default

that looks hell kinda wicked!!! I like the bullet marks!!!
Zeeman is offline   Reply With Quote
Old 21-01-2005, 12:08 AM   #96
sandman300
Full Access Member
 
sandman300's Avatar
 
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
Default

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.
Attached Images
File Type: jpg mecha hulk 046.jpg (201.2 KB, 68 views)
sandman300 is offline   Reply With Quote
Old 21-01-2005, 11:02 PM   #97
Sharp
Registered Member
 
Join Date: Aug 2003
Location: UK
Posts: 300
Default

very nice work

have you tryed a bigger head? just it looks a little small the the body.
Sharp is offline   Reply With Quote
Old 22-01-2005, 03:31 AM   #98
sandman300
Full Access Member
 
sandman300's Avatar
 
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
Default

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.
sandman300 is offline   Reply With Quote
Old 22-01-2005, 03:16 PM   #99
Sharp
Registered Member
 
Join Date: Aug 2003
Location: UK
Posts: 300
Default

oops sorry i forgot about that

can we have a wire to please?
Sharp is offline   Reply With Quote
Old 22-01-2005, 11:53 PM   #100
sandman300
Full Access Member
 
sandman300's Avatar
 
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
Default

no problem, I tried rendering a wireframe but it really is too much to see anything. wire shade was much easier to see
Attached Images
File Type: jpg mecha hulk 047.jpg (243.8 KB, 41 views)
sandman300 is offline   Reply With Quote
Old 22-01-2005, 11:55 PM   #101
sandman300
Full Access Member
 
sandman300's Avatar
 
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
Default

the back side
Attached Images
File Type: jpg mecha hulk 048.jpg (232.9 KB, 42 views)
sandman300 is offline   Reply With Quote
Old 23-01-2005, 12:32 AM   #102
mtmckinley
The Maya Mountain
 
mtmckinley's Avatar
 
Join Date: Jan 2003
Location: Port Orchard, WA
Posts: 654
Default

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.
__________________
-Mike
www.mtmckinley.net
3D Artist at Zombie Studios
mtmckinley is offline   Reply With Quote
Old 23-01-2005, 05:50 AM   #103
sandman300
Full Access Member
 
sandman300's Avatar
 
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
Default

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.
Attached Images
File Type: jpg mecha hulk 049.jpg (120.0 KB, 36 views)
sandman300 is offline   Reply With Quote
Old 24-01-2005, 02:47 PM   #104
Sharp
Registered Member
 
Join Date: Aug 2003
Location: UK
Posts: 300
Default

has the head got a bump map? it just looks abit blurred and clean compared to the rest of the body
Sharp is offline   Reply With Quote
Old 24-01-2005, 03:56 PM   #105
sandman300
Full Access Member
 
sandman300's Avatar
 
Join Date: Jun 2004
Location: West Lawn, PA
Posts: 415
Default

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.
Attached Images
File Type: jpg mecha hulk 050.jpg (114.6 KB, 26 views)
sandman300 is offline   Reply With Quote
Reply


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

Forum Jump




Online since 2001
A good place to start for a newbie
Catch up with SimplyLightWave
SimplyLightWave was first started in London 14 years ago, and we've been dedicated to producing quality software training ever since. Faithful to the principle of learning by doing, our project based courses aim to give you the practical skills to quickly start creating your own work in LightWave. More...
Copyright © 2001-2018 SimplyLightWave | Terms & Conditions | Privacy Policy
/* Contact Form */