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View Full Version : M1 : Robot - WIP Crits Please!!


mecha
02-04-2003, 04:44 PM
Hey all,

Here is my first attempt at character design in C4D. :bounce:

Check him out........
http://www.mechahost.net/m1

Quite typically (probably) it's a robot character with heaps of borrowed references (Hal - 2001, Sharon Apple - Macross, Droid Soldiers - Star Wars, etc)

Theres a selection of angles and a quick "Zero Room" Radiosity render with shiny SLA material for the body.

As you can tell, he isnt textured or posed yet, I am waiting to get Bodypaint and learn bones and IK "properly" first, but any crits, opinions, etc would be greatly appreciated.

Thanks
Mecha

PS. Big, big thanks to all the helpful people in this forum willing to share their knowledge....I bow to you :applause:

verti
02-04-2003, 05:02 PM
interesting and simple design... i wonder how will u animate him... and texture?

v

medula
02-04-2003, 07:36 PM
That looks pretty sweet! I love the fact that he has a single eye!

Nice balance and good proportions!

Looking forward to seeing more!

:)

DannyB
02-04-2003, 10:13 PM
Nice work, very crisp.

Why not use forward kinetamatics to animate, nice and simple and no need for a rig just get the hierarchy right and you're on your way.

mecha
02-05-2003, 08:35 AM
Thanks for your opinions....much appreciated.

Verti : I have already done a very quick (and crude) test animation of him moving his arm in front of his face, then folding his hand into a fist. My animation skills are poor, but it is nice to see something come to life. As soon as I can compress the QT file I will post it up.

The texturing will wait until I get Bodypaint, im not a big fan of hit and miss texture mapping and think my time is best spent learning modelling and animation until I have the right tools for really good texturing. Anyway, when I do, Im thinking low reflective plasticky texture with simple markings and a few scuffs, an overly shiny or sci-fi metal texture would give his character the wrong traits. Any texturing ideas?

medula : Thanks for mentioning proportions, that was my main concern with this model due to its flimsy look. I spent some time trying to get them right, especially the feet and hands. At one point he had huge hands and little feet, which would of made convincing animation very difficult as the balance was all off!!!!

Danny B: Thanks for the input and animation tips. I used forward kinematics for my test animation and it worked well. Im just a little reluctant to use Forward IK for walk cycles, in particular avoiding the "floaty" look where the robot has no real weight behind his steps. My early tests with bones and soft IK set-ups has avoided this look, but I cant seem to nail it with FIK. Any tips?

Thanks for the response guys, i didnt expect to get any replies as most of the work here is awesome :drool: and im just starting out.

mecha

fxgogo
02-06-2003, 08:48 AM
Nice design. I like it. I would suggest not using bones, as all your joints are hard wired. Use IK though, it will help you through some tricky situations. Looking forward to an animation test.

Darkmesh
02-20-2003, 10:15 AM
Nich ;):beer:

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