View Full Version : WIP (yawn) a mech
Mattrne 01-21-2003, 07:39 AM Yes, yes, I know mechs aren't the most imaginitive things on the planet, but what can I say - I like robots!
I'm looking for some critiques on the shading / texturing of this model, so if anyone has got any ideas how I can make the surfaces look more metallic, I'd be grateful.
It's all done with Maya / Mental Ray / Photoshop if you are interested.
http://www.clanjadefalcon.org/cgtalkpics/mech1.jpg
http://www.clanjadefalcon.org/cgtalkpics/mech2.jpg
http://www.clanjadefalcon.org/cgtalkpics/mech3.jpg
|
|
Mattrne
01-21-2003, 12:13 PM
61 views and no response? Come on guys surely something, anything, must jump out at you....
RichSuchy
01-21-2003, 12:17 PM
What jumps out at me is that the images are too small to really see. If you could make links to larger and possibly less compressed images, there may be some comments.
:)
Originally posted by Mattrne
61 views and no response? Come on guys surely something, anything, must jump out at you....
Manicalavera15
01-21-2003, 12:29 PM
yes, pictures look little small, but mecha looks pretty good..take care on lighting..it s too dark
wanna see more !:scream:
Mattrne
01-21-2003, 12:37 PM
how's this....
http://www.clanjadefalcon.org/cgtalkpics/mech4.jpg
http://www.clanjadefalcon.org/cgtalkpics/mech5.jpg
http://www.clanjadefalcon.org/cgtalkpics/mech6.jpg
RichSuchy
01-21-2003, 03:36 PM
Looks like a good start. But more attention needs to be paid to the maps and how they line up. It might help to set up the uvs for the model parts if the angles are causing you a headache.
but I see where the bump map is thick enough to have been modeled in, and then it doesnt line up with the plane whose edge it shares.
What are theparameters your shooting for? is it going for low density mesh? if not Id bevel some edges to catch light at the corners.
Rich
Mattrne
01-21-2003, 03:40 PM
thanks for that. The bump on there was just a quick procedural thing to see if it made much difference. I've now taken that off.
Basically what I'm trying to do is get it looking as realsitic as possible. I'm in the process of re-uving the model. Its been through so many packages at various places i've worked, that it's all a bit messy. Originally it was a low res mesh, but I'm not going for that now, so I'll do the bevel thing; that's something which I usually do, but out of sheer laziness I haven't started on here, but I guess now is as good a time as any to do it!
Any tips on creating realistic shaders?
RichSuchy
01-21-2003, 03:49 PM
My suggestion is to pay close attention to how light moves across the real texture. Its not just a picture but how the light works on the texture that convinces us when an object is in motion.
:) Best of luck!
Rich
Any tips on creating realistic shaders? [/B][/QUOTE]
caffeineman
01-24-2003, 12:41 AM
My suggestions would be try and come up with a better design for the feet. The folding tripod type feet are really old.
Mattrne
01-24-2003, 08:03 AM
damn, but those are the bits I like!
caffeineman
01-24-2003, 05:08 PM
well you don't have to change those bits completely, just modify, or add to them so they aren't so genric.
yojie
01-24-2003, 05:20 PM
is this for a game model? if it is it's good start.
CGTalk Moderation
01-14-2006, 05:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.