View Full Version : Mech model rigged
nakedfrijoles 08-03-2009, 08:01 AM Heya, i modeled this lowish poly mech in maya and did a quick rig on it, i didn't skin weight it or add controls. At this point im more concerned with the model. So what do you think? (i do realize the rockets are way higher poly than the rest, i overdid that a bit :shrug: )
http://img5.imageshack.us/img5/7133/2893011245428105large.jpg (http://img5.imageshack.us/i/2893011245428105large.jpg/)
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icekiller
08-03-2009, 10:56 AM
Lol a bit :applause:, like the model GJ @ it.
Long time not seen, how are ya ? :beer:
philhowlett
08-03-2009, 11:06 AM
Hey nakedfrijoles, I see you're a newbie like me. I'm no expert, but I saw you had a lot of views to your thread but no replies, so I'll jump in...
Firstly, nice presentation. It's cool to see the model, as well as the mesh. I can see it's a clean mesh, which should work nicely in any games engine. Have you tried it in an engine yet? I presume I'm looking at a maya render here.
Is this a base model? I'm not knocking it, I can just see that it would benefit from some detailing. You could use ZBrush or Mudbox, make it really high poly, then bake the normals on to this low poly model.
Good work man, where you're at now is a good starting point for an impressive piece of work.
ThreedyModeler
08-03-2009, 12:37 PM
The model is looking good so far. The lighting makes a few parts hard to see, but it looks like all the major parts are accounted for.
As for the rig, are you using bones? If so, make sure you use "rigid" (each vertex weighted 100% to one bone) weighting for most of it, except for the accordion "weather guard" on the elbow joints, etc.... because if you see the metal flexing and twisting, that's going to look weird, especially once it's textured. You can see what I mean on the "hip" cylinder object connecting the pelvis to the upper leg. If that joint rotates any farther, then it will start shearing the polygons. It would be better to "break" that connection, so that they are separate objects or sub-objects, so that the joint can spin freely without warping the geometry.
Keep up the good work though, I'll keep an eye on this, especially since I happen to be building one too!
nakedfrijoles
08-03-2009, 05:48 PM
@icekiller: Thanks alot. IM sorry, i definately recognize your name but i cant remember how i know you? lol probably from one of my fail mod teams maybe?
@phil Yeah thanks for the feedback. No i have not tried it in an engine yet, that would be pretty neat, but this model is very unfinished. It may seem that i tried finishing it due to the render and rig. BUt i just did that for fun lol. Its far from finished, im prolly gonna detail it and produce a high poly version(with rivits, bolts, panels..interior..etc)
@Threedy Thanks. Yea, i totally forgot about rigging with rigid. But its not a final rig, i honestly just threw together a 5 minute rig just to move it around. And lol, as you can see the joint that connects the leg to the torso is bending and flexing..pretty flexable steel eh? hehe...i looked at yours, and i must say its looking very good and i cant wait to see that baby finished ;)
But thanks everyone for the feedback
icekiller
08-03-2009, 05:54 PM
Hostile Grounds ? Does that ring a bell ?:thumbsup: Whit Berkut :buttrock:
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