View Full Version : W.i.p Robot
12-20-2005, 08:10 PM
hi every body , this s my first participation here ....its my robot in which iam inspired by some rferences and did my own work in addition ... in other words i dont follow a reference strictly there s alot of improvisatory work .
here r some of progress photos c&c are totally welcome , thank u in advance for ur interest and time.
12-20-2005, 09:42 PM
I really like your design.
It takes me back to the way people looked at robots in the early 90's.
Are you planing to texture this?
12-20-2005, 11:10 PM
thank u magicrubber for passingby and for nice words too, in fact i am not good in texturing but i will do the best i can to texture that robot , here s an overall view to the front side of the robot still working on the rear detailng
12-20-2005, 11:30 PM
nice work i like the detail
its very good modeling
good luck for the texturing
12-21-2005, 04:56 AM
Hey, this is good! :thumbsup:
I'd like to point out though, that the hip joints seem to be rather limited in its degrees of movement, having only X-wise rotation... I'd advise to add rotation on the other two axis :)
I'd also like to comment on the forearm design... they're nice, but what if the robot lowers its forearms? they'd look somewhat weird to me... maybe you could re-shape the forearms so they'd look good in any position (for example center the position of the guns with the elbow pivot...). I don't know if I'm explaining correclty though :shrug:
The shoulders also seem to lack degree of movement (forwards and backwards, up and down), but to me they're not as important as the legs...
Overall, I found it easier while modelling robots to model individual panels instead of splitting a huge piece of geometry and model the panels into that geometry, since that would call for massive edge-carrying around the surface. While making a general shape in low/mid-poly, then splitting it into different objets and then detailing and cleaning those objets only requires the objets to have edges for their particular detail... not for the detail and shape of the sorrounding panels.
Although it seems to me that your modeling is done or almost done... just some friendly advice.
Good luck on your project!
12-24-2005, 04:14 PM
hey bleen ! thank u very much for ur comment and advices its really precious and i do appreciate them. here s my update including extra axis for rotation as its huge machine ithought it will not need third axis for side movements with that huge weight also for arms iwould say its some sort of war machine combined with robot so no need to make the standing man style of that robot , mecha style will be more prominent.
anyhow , if u dont agree with me in any thing or have better idea please dont hesitate and post it!
01-03-2006, 12:13 PM
here s the texturing progress hope to hear comments
01-07-2006, 02:58 PM
ok that swat igot uptill now,wat do u think?
01-11-2006, 06:56 PM
heres the final wat do u think?
01-11-2006, 09:47 PM
I like it!
01-11-2006, 11:09 PM
Nice... I'd add an ambient occlusion pass to highlight the creases... :cool:
01-12-2006, 03:00 PM
thank u every body ! bleen would u mind to give me short idea about ambient occlusion pass i read about it al ittle but didnt get it well , thank u in advance!
I'm a sucker for the giant robots and the fact that you have done the design work yourself here impresses me, good modelling too.
01-13-2006, 12:40 AM
ahmed, if you use maya 7, just create a render layer and apply the occlusion preset. Render and then compose the layer using multiply ;-)
If you're using Maya 6.5 or lower, create another file, and apply a surface shader to all objects. Then connect the out value of an occlusion node (under textures on the mental ray tab) to the out color of the surface shader. render and compose with multiply.
If you're using other software, I don't know :-(
Good luck with your project!
01-13-2006, 12:40 AM
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