View Full Version : Beetlebot update.
KlooM 07-04-2003, 02:21 AM I dug up the beetlebot, a blaster and a tau-gundrone I made a while ago and put them together. The beetlebot is still not finished, but I wanted to do something else then modeling so I started rendering a scene. It's a fairly quick setup, but I'd like to make it more complete later so bring on suggestions. Since the gundrones kind of crash with the beetlebot in everything but colour-scheme I'll probably want to replace them in a later composition, but hey, they were available, finsihed models. :)
I'll post the newest test-render of the beetlebot alone as well, now with simple colours to see which parts should be textured how. I'm planning a worn and torn battledamaged look. Please disregard that the blasters clip through his fingers. I collapsed his hands before importing the blasters for posing reasons. Will not be in final version.
Beetlebot alone.
http://home.no.net/kloom/transfer/forumposts/gunsh.jpg
Beetlebot with drones.
http://home.no.net/kloom/transfer/forumposts/beetlerendersmall.jpg
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boxcrash
07-04-2003, 02:53 AM
Holy crap........ that is really cool!:) :thumbsup:
What software did you use??
Are his eyes suppose to be like optical lenses??
If so a high specular, slight reflective material with about a 30% transparency would be cool and some interior mechanics/electrics would be cool.:)
KlooM
07-04-2003, 03:50 AM
Thanks for comment, glad you liked it!
I should probably have mentioned that I used max for modeling and the free version of brazil to render.
The eyes are supposed to be optical lenses, but I haven't put much work into them yet. I'm thinking of making them blue instead of red, as that might suit the character better. Also it's good to save the red eyes for an evil robot. :)
The plan is to mix together something with a more lens-like look. Some highlights and reflections and interior details as you suggested. Maybe a soft glow as well.
boxcrash
07-04-2003, 02:56 PM
Yeah thats really cool. I am making a short with a alien bounty hunter and thats kind of how I invisioned the enemy bots...I like it alot. No worries though I wil come up with a original design.:) :thumbsup:
I will not copy it, but can I see some close ups of the hands, different angles, just curious, if you did what I think you did.:)
KlooM
10-13-2003, 10:38 AM
*Messed up, post below. Moderators delete this if you want*
KlooM
10-13-2003, 10:43 AM
Sorry for the slow answer, but I've been busy with this and that since the last post. Cool that you're planning a short with something like this as enemy robots, do you have any work done on it I can see? I'll see if I can render some shots of his hands today. I also have some different takes on his propulsion system I'd like some comments on soon.
I've also managed to put up my portfolio since last time, it has a collection of beetlebot shots and more. Check it out in the signature link. :)
Putois_Blagueur
10-13-2003, 12:47 PM
GREAT !! I love that kind of robots !!! Always dreamed about modeling one myself but I don't understand what gives it this "real" aspect ?!?!?
KlooM
10-13-2003, 03:08 PM
Thanks for the comment Putois. I'm not sure what you mean by "real aspect," but maybe you're thinking about the global illumination rendering? That really helps getting the light nice and smooth even on quick test renders.
Here are some closeups of the hands as requested.
http://home.no.net/kloom/transfer/forumposts/hands.gif
alexyork
10-13-2003, 04:57 PM
Really nice modelling. I'm a fan of the chamferred-edge modelling method myself. Perhaps the central area/chest needs a little more modelling/detail. It looks a bit bland compared to the rest of the model.
Of course the global illumination makes it really look the part, too.
What I'd like to see is some texturing. I am aware that it is not meant to be a very "textured" character, but some kind of logo or texturing somewhere would really set it off. I am also the sort of artist that simply whacks on some global illumination, adds specularity and hits render - at the moment. I will be working on texturing from now on. I would like to encourage you to do the same.
Good luck and I look forward to seeing some more WIP.
digital-bobert
10-13-2003, 05:43 PM
Very cool Kloom! lovin the whole thing.
I have a suggestion if you don't mind. it'd be crazy cool if the shell of the beetlebot opened up to reveal wings or wing-like-jets that he could fly with.
btw, is the face inspired by the robot in Animatrix?
boxcrash
10-13-2003, 05:52 PM
Awesome, sorry I have been out for a bit.
The hands are great and look very functionial, including full/close to and normal bending capabilities and limits.
About the propulsion, sure I would like to hear and talk about this beacuse for my short I have some ideas about propulsion and manuverability in the space ships he uses.
I have some stuff to show, but I am strange about showing stuff until it is done, nothing on the robot other than some concept sketches.
PAnick
10-13-2003, 06:19 PM
It's a very nice model, but I'm just wondering; what does Tau Drones (Warhammer 40K) have to do with your robot?
Putois_Blagueur
10-13-2003, 08:02 PM
Well I know global illumination and final rendering, but what is the main difference between them ? And could you give me the parameters of global illumination you use ? Cause in my radiosity renders it's not as "real" as in yours !! Don't understand why...
KlooM
10-13-2003, 08:09 PM
Mothermachine :
Thanks, you're right about the chest area. I've been meaning to remodel it to match the detail level of the rest of the robot. Yes I'm a big GI-fan! I think it's a great quick way of test-rendering your models. It really picks out the small details and makes it easy to see the shape of the model. That's only for mechanical models though, organic models needs highlights to pick out the subtle organic details. Standard one spot and GI setup really makes them flat.
Digital_robert:
The propulsion system in his back is already in the works. :)
I'll post a temp animation of the carapece opening and a rocket flipping out (I might have posted this earlier?). The animation is just to see how I can best fit both rocket and control mechanism under the shell, no finished modeling there.
Check out the shell and rocket test anim here. (http://home.no.net/kloom/transfer/forumposts/rocketpacktest1.avi)
boxcrash:
Glad you liked the hands! As for the propulsion system I'll have to post more of that as I get some work done on it.
PAnick:
What does a tau gundrone from WH40K have to do with anything?
No seriously, it was just an earlier model I put int the scene to have something more than the beetlebot there. I guess I forgot to mention what "universe" it is from.
Closeups of the drone if anyone's interested:
http://home.no.net/kloom/transfer/forumposts/gundrone.jpg
Putois_Blagueur:
You posted as I was typing, but check out my answer to mothermachine as well. I just put one quite strong directional light with sharp shadows on the model I'm rendering, then add a desaturated dark blue GI light. (Or whatever colour suits the picture.) I can't really be more specific since we're proabably using different render-engines. And of course, post-processing the renders in photoshop is extremely important.
Putois_Blagueur
10-13-2003, 10:18 PM
Waoaw ! My god it's impressive. Well if I just can give you an advice (I'm not well placed to do so ;o) ) The scratches on the guns are strange. I don't think real scratches look like the ones you made. But it's only my opinion. You should do a tutorial on how you modeled for example the hands. It would be great !
Putois_Blagueur
10-13-2003, 10:35 PM
Ok, ok , I know who you are ! I just went to your website....Your a god, aren't you ? I knew it !
KlooM
10-13-2003, 10:46 PM
You're right, the scratches are not very good. In fact it's an old texture I made maybe 4 years ago when I thought: "I'm going to learn some texturing!"
For some reason I feel the gunmodel survived the years, I've often wanted to do a remake of it though.
DeFnoTmAniA
10-13-2003, 11:18 PM
Very nice !! a lot of detail and good texturing !!
Can you post the wire please ??
thx !!
KlooM
10-13-2003, 11:25 PM
Sure why not. I had it rendered from a previous post I think, but as that link is broken and you're asking I hope no one minds. :P
Big image, I'll just post a link to it.
http://home.no.net/kloom/transfer/forumposts/wirebot.gif
houston3000
10-14-2003, 04:41 AM
This is absolutley amazing, you wireframe even awes me, I have absolutley no critiques but am only praising your work, I give it 5/5 stars
Windmill
10-14-2003, 05:55 AM
cool robot.. nice design, nice details. Like to see textures on em
Putois_Blagueur
10-14-2003, 03:38 PM
I thought I post this message, but it doesn't seem to appear ?!
So here I go again :
Could you post a close view of a hand in faced wireframe, and exploded. I mean that all the pieces of the hand are separated so that we can see how it is made. And the faced wireframe is to understand the modeling. Thanx, it'll teach me a lot !
davedavidson
10-14-2003, 03:47 PM
very nice indeed
love the concept
Jeroen
10-16-2003, 09:54 PM
dude, unreal man
Very good.
Can you show a few low polly wireframe pictures?
Keep it up,
Jeroen
10-16-2003, 09:55 PM
Dude, unreal
Very good.
Can you show a few low polly wireframe pictures?
Thanks
Keep it up
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