View Full Version : Machineflesh 3D Challenge Entry: Robert Nielsen

03 March 2004, 05:10 PM
Robert Nielsen has entered the Machineflesh 3D Challenge.

03 March 2004, 01:44 AM (

Just a start to get the basic idea. He will have a rider also :)

03 March 2004, 09:50 PM (

Looking around I see alot of metal so I decided to go with more of a earth type of model. My model will be more like mother earth out for revenge :) Going for leaves, vines, tree bark mixed with some human/elf features thrown in.

She will have a catapult on her left arm , with the stone feeder on her back and an automatic feeding cross bow on her right arm.

Here are my sketches:

03 March 2004, 09:54 PM
These are the sketches for the stone feeder and right arm cross bow.

The stone pouch will have vines that will flex to push the stones into the feeder. The feeder scoop will have gears that turn to move it up and down for loading and unloading of the stones.

Well thats the premise anyway :)

03 March 2004, 09:56 PM (

sorry loaded same pic twice :( here is the second sketch

04 April 2004, 12:19 AM (

This is my first ever model/project

Modeling with Lightwave 7.5

Its very ugly at the moment so alot of tweaking still left to do. Any suggestions would be appreciated.

04 April 2004, 12:22 AM (

Same as above just with the wires.

04 April 2004, 04:03 AM (

This is my very first model and I have been running into a few problems but having fun :)

04 April 2004, 04:56 AM
Hey man, can you show a wireframe of your model? It feels that some polygons needs to be changed to make the face smooth and realy good. Anyway, it's not bad! Especially for the first model.

Keep it going like that :thumbsup:

04 April 2004, 05:03 AM
Ups :hmm: sorry, there was something with my broswer and I didn't saw your wireframe post. Well, what I propose is to add more detalization to the nose, then make rows of edges around the mouth (like you did around the eyes). And the last - you don't neen such amount of vertical edges on the top of the head. I think you should delete some, to make a head smoother and it will be easier to control the shape, if you will have less poly's.

But for the nose and mouth - you really need to add details.


04 April 2004, 05:08 AM
I found a few 2 sided poly's that made those lines in the copy :)

Here is my latest results.

I am going to start working on the ears and nose details (still trying to find the best way to add the nostrel holes and flare for the nostrils) tomorrow and hopefully the neck, shoulders and chest if time permits.

Still a VERY long way to go :)

04 April 2004, 05:15 AM
I tried to delete some of the poly's in the forehead but when I try to subpatch them they turn to circles because they have more then 5 sides :( Is there a way around this?

The only way I have been able to find around it was to triple the poly after they where combined then sub dividing them. This just made for alot more polys though :(

Any suggestions would be greatly appreciated :)

05 May 2004, 04:24 AM (

After playing with my new program (just got LW 7.5) I redid mostly everything and am just starting the body. Hoping to have enough time to finish it all before the deadline. If not its been a huge learning experience anyway :)

05 May 2004, 05:56 AM
It's good but the head seems too long scale it a bit down..Keep running...

05 May 2004, 07:48 PM (

Shrunk the head as suggested and it made a big difference thanks :)

Made some more updates on the body also. Going to start on the catapult arm next.

05 May 2004, 02:42 AM (

Added the scoop that she will throw the stones with. Going to start on the loader next :)

05 May 2004, 01:42 AM (

Just starting my learning experience with textures. Here is my first shot at the head and eyes. Going to add a few more details and clean up the shadows a bit more.

Suggestions or comments always welcome :)

05 May 2004, 06:32 AM
Its quite amazing how fast you are learning and how quickly your model is getting better and better :)

Keep it up mate.


05 May 2004, 05:13 AM (

Just playing with some more textures while I figure out a problem with some detail modeling.

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