View Full Version : WIP cylon

02-26-2006, 12:23 AM
hi all

been working on this all day today:) its about 4500 tris modelled in silo and rendered in maya (

c and c welcome

02-26-2006, 12:25 AM
side view (

02-26-2006, 12:30 AM
perspective (

02-26-2006, 12:34 AM
That's really nice! That's pretty funny, I just got done rewatching the pilot episode like 10 minutes ago--such great show! I would be easier to see the details on a higher resolution rendering. If you could, show a wire in perspective too. If this is indeed for a video game--awesome!

02-26-2006, 12:54 AM
wires (

02-26-2006, 12:58 AM
an ortho wire (

02-26-2006, 01:01 AM
a higher rez render

still a lot of cleaning up to do

this was going to be a high res model but then it became a low res one which is NOW going to be a high res model :) (

02-26-2006, 06:11 AM
Very nice clean model. I just watched a few of the "behind the scenes" from, and it looks like you modeled it perfectly. Obviously, with smoothing groups and perhaps even normal-mapped textures it will look fantastic. I did notice, however, that the Cylon's shoulder armor (pads?) looks a bit thicker in the show.. perhaps because the edges are a bit more rounded off. That's very minor detail, though, because the Cylons never really get too much lighting anyway, so it's difficult to tell what's what :-) I would really like to see this in-game!

Exdeath [JJS]
02-26-2006, 07:02 AM
That is really good, I've been watching the new series lately, It's nice to see a zylon in detail!

What kind of reference did you use?

I was going to say something about the extra segments on the arm sections but they look like they might be needed, also you said it wasn't optimzed yet.

02-27-2006, 02:50 AM
damn you beat me to it.
I have just started a battlestar project

well this will be good for reference

good modelling btw i hope that we can see some shaded renders soon

CGTalk Moderation
02-27-2006, 02:50 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.