View Full Version : WIP Mech
squidinc 03-23-2003, 11:43 PM Hello, me again
I thought I'd have a go at building a mech that could fit into the battletech universe
http://www.m1k3.com/cgremote/wipmech.jpg
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Mentat7
03-23-2003, 11:46 PM
Wicked! The techique/style looks similar to your Starfighter. Is there a certain method you use to get this look that you could share with us? :airguitar :airguitar
squidinc
03-23-2003, 11:50 PM
nothing special really, start with a primitive object. make editable and then extrude,bevel, push and pull the hell out of it :)
edit: and use the dirtynuts plugin, its brilliant for making really grimey surfaces and brings out the details really well ( I really hope someone continues development of that plugin )
Phasmatis
03-23-2003, 11:55 PM
:eek: I'm giving up.
That's cool, no other word for it.
Where do you get your ideas?
Mentat7
03-24-2003, 12:00 AM
Dirtynuts Plugin? Did that come with C4D??
its free at the plugin cafe.
nice pic man thats a work of sci fi beauty.
squidinc
03-24-2003, 12:05 AM
you can get the plugin from
here (http://www.maxon.net/pages/dyn_files/dyn_htx/htx/195/00195_00196.html)
That Adrian Guy
03-24-2003, 12:55 AM
The coolest usage of volumetric lighting ever!!!!
Squid... I'm inspired!
There's no way I can crit this! YOU ARE A TEXTURING GOD!
medula
03-24-2003, 01:00 AM
Squid,
Slow down! You going to put us all out of work!
great work as always! I'm soooo looking forward to the film! :thumbsup:
ThirdEye
03-24-2003, 01:03 AM
This man is a machine :bounce:
actually this pic is ofa machine
JoelOtron
03-24-2003, 01:56 AM
Your work is astounding squidinc.
I am wondering, is this a hobby or do you work for a studio?
If not, get your self a portfolio together real quick and start representin C4d (and your own talented self) out there!
Yah, I love your mechanoid shapes. (Not that I don't love the fwuffy dwagons too...) Your textures are something to aspire to and the shapes and lights are beautiful... One day...
look at squids webpage he is a web dude for some college in britian.
its hard to believe you arent really a professional 3D artist squid.
JoelOtron
03-24-2003, 03:15 AM
Actually just checked that out. His website is absolutely beautiful!
Content AND design.
VestanPance
03-24-2003, 03:58 AM
Squidinc: As always I am amazed by your work. It just keeps getting better and better. This one is great but I find myself seeing nearly everything born of a poly-extrude. I would love to see some circles and curves. Albeit a mech is a mech is a mech and curves don't really fit the bill in most circumstances.
As always KICK ASS JOB DOOD! :beer: <- This is actually me really craving beer right now
PS: How do you keep track of all those texture selections!?!
Cheers
That Adrian Guy
03-25-2003, 04:15 AM
:airguitar :buttrock: :applause: UPDATE!!!!!:wip: :beer:
:p
squidinc
03-25-2003, 12:24 PM
I've updated the image at the start of the thread :)
a couple of new weapons and new seating arrangements
Wilson-3d
03-25-2003, 01:47 PM
Wow:airguitar .That is looking great! I have one question. When you are using Dirty Nuts:rolleyes: do you keep them in the difuse channel, alpha channel, use vertex map or render out the image map? I have experimented with the plug in on and off since it was released and have always had a little trouble. Just wondering since however you are using it is really working. Thanks for any info.
Mentat7
03-25-2003, 02:17 PM
Great update Squid! You are qucikly becoming my C4D inspirational modeler! :D Can you give us a brief explanation of how you go about assigning all those materials to the various parts of the model? I would like to do that in my own work but am uncertain how to proceed.
AdamT
03-25-2003, 02:17 PM
I definitely second Joel's comment--you could/should be making a good living as a 3D modeler and/or texture artist.
ThirdEye
03-25-2003, 02:20 PM
Originally posted by AdamT
I definitely second Joel's comment--you could/should be making a good living as a 3D modeler and/or texture artist.
I'd say modeler since he only uses procedurals for texturing. His modeling flow is sooo fast! :bounce:
AdamT
03-25-2003, 02:22 PM
Originally posted by squidinc
nothing special really, start with a primitive object. make editable and then extrude,bevel, push and pull the hell out of it :)
edit: and use the dirtynuts plugin, its brilliant for making really grimey surfaces and brings out the details really well ( I really hope someone continues development of that plugin )
Just curious what features you'd like to see developed further for DirtyNuts. It seems pretty complete to me, and excellent. OTOH, Baker could use some serious attention.
squidinc
03-25-2003, 02:28 PM
Originally posted by AdamT
Just curious what features you'd like to see developed further for DirtyNuts. It seems pretty complete to me, and excellent. OTOH, Baker could use some serious attention.
I dunno really, I was just hoping that it never gets to a point where it won't work with C4D anymore, cos then I'd have to start painting textures :D
squidinc
03-25-2003, 03:57 PM
( updated image on first page )
added shoulder pad things and waist area
@mentat7: the textures are assigned to mesh selection tag, or "set selection", I think it explains how it works on page 440 in the manual, either that or page 814 :)
Phasmatis
03-25-2003, 04:02 PM
Could you post a pic without dirtynuts? I'm just curious to see what it looks like.
I really can't wait to see this space station (it is a space station/port you're doing right?) You've got so many characters it will be very interesting to spot the ones you've posted on the forums. :)
squidinc
03-25-2003, 04:15 PM
here ya go, it doesn't look too bad, I just prefer the grime that dirtynuts generates
http://www.m1k3.com/cgremote/wipmech2.jpg
FredSpeaks
03-25-2003, 04:24 PM
I am curious to see what settings you are using in dirtyNUTs. I can get okay results with it, using just the channel shader, but never like what you get. do you have the contrast set high? Is it in the diffuse only– or is it also in the reflection channel? just curious.
Awsome model by the way. Love your style and the glowing lights too!
:beer:
Mentat7
03-25-2003, 06:23 PM
@mentat7: the textures are assigned to mesh selection tag, or "set selection", I think it explains how it works on page 440 in the manual, either that or page 814
Ummmm...yeah....lol..... You make it sound so easy. I have been through the manuals several times now and as much as I pick up on so much more isn't absorbed. Just a lot of info to digest at one time. Not to mention if you don't know what it is you are looking for you are not likely going to find it. I need a C4D for Dummies book.... :p
Phasmatis
03-25-2003, 06:46 PM
Wow, that still looks good but yeah Dirtynuts makes a lot of difference.
squidinc
03-25-2003, 06:47 PM
dirtynuts settings
contrast 20
rays 30
all other settings as default
and used in the diffuse channel :)
FredSpeaks
03-25-2003, 06:59 PM
Thanks alot! :wavey:
Wilson-3d
03-25-2003, 07:04 PM
Thanks for sharing.
That Adrian Guy
03-25-2003, 07:31 PM
The gun on the mech's left hand rules... the blunt tipped cannon on the right arm however, looks kind of... well.... it's not as exciting or powerful looking. You may want to add more protrusions and sharp-cornered accessories to it. Maybe some more energy rods that come out and go back in around where the energy is concentrated (assuming your using energy weapons on that arm)
Thats the only thing I can possibly crit at this point... I love this mech!
Dude the right arm is a flame thrower. Check the primer flames coming in from all 4 corners... Be nice to see a shot of the weapons firing...
squidinc
03-25-2003, 08:16 PM
I modified it a little, but yeah, its a flamethrower so it doesn't need that much stuff on it really :)
http://www.m1k3.com/cgremote/wipmech3.jpg
TheLegend299
03-25-2003, 08:46 PM
Good to see you recovered:beer: . I would also like to say I hate you:annoyed: how do pour this stuff out?
sputnikinspace
03-26-2003, 07:19 AM
Man..that's almost too good:scream:
I think you owe us a tutorial:drool:
cheers
/sput
marcom
03-26-2003, 09:42 AM
ooooooo....
cool.
can we get a wireframe?
just so i can bite your details... ;)
marcom
Kotayus
03-26-2003, 09:22 PM
i agree with everyone! DAMN ITS GOOD...and how in the crap?!?!
Anyways, great job squid! Lovin the arms.
squid, again, u did it, u brought us a fabulous piece of work!
I just have to know, being really not good at painting textures, do u really ONLY use shaders and then i mean with all ur work, are they all only shaders? I hope u do, because then i know i wont have to really paint textures to get awesome awesome results!
squidinc
03-27-2003, 07:29 PM
Hey guys, I think he's finished
this won't be the finished scene though ( I gotta get out of the habit of just sticking a blurred mess behind an object :rolleyes: )
I'm going to add some sort of standard or flag to its back and then have it some sort of snowstorm or desert environment
http://www.m1k3.com/cgremote/wipmech4.jpg
@xeno: I've only ever done one image with painted textures, other than that one everything is textured using C4d's way cool shaders :)
TheLegend299
03-27-2003, 07:34 PM
Looks quality always but I prefered the darker colours.
squidinc
03-27-2003, 07:36 PM
looking at the two.. yeah.. I think I prefer the dark red :)
i was just wondering, how come ur shaders "blend" so well with one another? Is there some sort of technique ur using? Coz whenever i use shaders, for example on my Fangs model, it still really shows that im using a different shader for each part..but with ur work, all the shaders seem to blend, as if they were on texture. This may sound really stupid, but im trying to find why it is that ur textures are looking so extremely cool and detailed.
also, could we indeed please see a wireframe?
its awesome by the way :)
g0tenks0
03-27-2003, 08:35 PM
bravo
squidinc
03-27-2003, 09:14 PM
added a standard/flag thing and changed the colours back to the dark red..
http://www.m1k3.com/cgremote/wipmech5.jpg
next thing on the "to do" list, build a nice snow storm ( oh yeah.. anyone remember what happened to the snow thread that was here ages ago? I remember some really nice effects for snow settling on objects and I wasn't sure where to look for it now )
squidinc
03-27-2003, 09:17 PM
almost forgot :)
wire,
the mesh is a little dense so I figured a front view was the only way to make sense of it
http://www.m1k3.com/cgremote/mechwipwire.gif
Mentat7
03-27-2003, 09:23 PM
Most excellent!! :bowdown: During the creation process did you create the entire figure from one sing poly primitive (cube for example) or did you create each part in pieces and attach them?
BoERS
03-27-2003, 09:29 PM
You mean this thread?
http://www.cgtalk.com/showthread.php?s=&threadid=33880
squidinc
03-27-2003, 09:30 PM
sweet :)
yup, that's the one
squidinc
03-27-2003, 11:10 PM
added some snow to the texture and did some messing around in photoshop :)
http://www.m1k3.com/cgremote/mechsnow.jpg
Per-Anders
03-27-2003, 11:15 PM
sweet, but you know what? he needs to be posed, with one leg forward, he's a robot of action! not jsut standing inthe snow, but pushing his way through the storm!
great work.
squidinc
03-27-2003, 11:20 PM
yup :) thats what I'm planning for the finished thing, this was just test to see if I could make a convincing snow scene without any geometry apart from the robot, I'm gonna have a go at the final image over the weekend, it'll have wreckage, bones, possibly buildings :bounce:
sweet man that snow totally rocks. I love that pic. man just Loving it. (can we say CGtalk front page enough times?
Really great! - but guess u heard that already. :D
The last pic calls Wiro´s snow trooper to mind - mood wise. Guess that´s just how the brain works - comparing known images with new input.
Seems mdme_sadie doesn´t want to promote this himself, so I´ll give him a hand with that ;) : Get the snow preset from his site (very cool) and have a look at the TP + sprite tutorial while you´re there - might come in handy. (Big thanks, Per for all the stuff you´re pouring out - very inspiring!)
Final next, I guess - looking forward to that!
neods
03-28-2003, 10:45 AM
just amazing. real lovely, would like to see that in motion.
medula
03-28-2003, 01:43 PM
Squid,
You're work always makes me twinge with joy.
But, I caught a little something. Your cool logo needs to share the same bump as the rest of the flag. Also, the white on the logo looks a little clean compared to the rest of the flag.
Then again, who's going to see any of that if it's in a snow storm? :)
Keep up the great work!:thumbsup:
squidinc
03-29-2003, 03:51 PM
ok here it is all done, I was going to add some wreckage but I figured it might make it a little cluttered, anyway here it is
http://www.m1k3.com/gallery/89a.jpg
ThirdEye
03-29-2003, 03:57 PM
This snow storm is too... foggy! It doesn't let me see most of the details of your great robot. Look at this pic by Wiro, i think it can help you:
http://www.secondreality.ch/gallery/3d/imagepages/snowtrapper.html
Mentat7
03-29-2003, 04:27 PM
You're a CG God man! :bowdown:
flingster
03-29-2003, 07:29 PM
Oooh my god! this is fantastic work...love it.
good on ya.
how about something airborne in the background...or cityscape...not that it really needs it cos it looks just fine imho...damn it so much to learn and so little time.
well done...they should give you a plug for that on the first page.
:buttrock: :buttrock: :buttrock:
squidinc
03-29-2003, 08:23 PM
cheers flingster, I had a go at what you suggested, can be seen here (http://www.cgtalk.com/showthread.php?s=&threadid=52817) :)
AdamT
03-29-2003, 10:13 PM
That's just freakin' great!
(but I agree with the other comments that the main mech's pose is too static. I think he should either be striding forward or taking a fall.)
flingster
03-30-2003, 03:02 PM
whoah taking requests...cool.
really like it with the background...adds to image..IMHO.
excellent work....:cool:
DeathCarrot
03-30-2003, 05:18 PM
bah, i done come here much anymore, but... squid your pics just make me just come and check out CGTalk once in a while, you're amazing!
keep up the grrreat work! :beer:
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