View Full Version : Character: Uriel 7, Combat Engineer Mech
07 July 2003, 09:02 PM
I actually finished this one two weeks ago, but anyway, here goes. Comments and criticism are very welcome indeed.
07 July 2003, 09:16 PM
ohhh boy I loved this XcellenT job mate :beer:
07 July 2003, 09:19 PM
Very nice detailing, looks like you spent a lot of time on this. Do you have any plans to animate?
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07 July 2003, 09:58 PM
You should make a low poly version too :applause:
great work could be great to see in a game :beer:
07 July 2003, 11:47 PM
Looking really good.
How is this created?
It's funny, because I suspect it is 3D, but something about it looks very hand-painted.
Especially in the close-up of the forearm, there's something that seems kind of flat about it, like the texture is camera mapped onto the surface, rather than wrapping around it (if what I'm saying makes any sense).
There are also areas such as the "caution" sign and the nearby edge wear that have a softness about them that make them look painted (or like a median filter were run over a render).
Not saying that it's bad, it's just interesting, I'm curious if it was intended, and how you did it.
Either way, it's a nice design and good execution.
07 July 2003, 11:50 PM
Great work! Five stars for me :thumbsup:
07 July 2003, 05:09 AM
wow! great work. waiting for the animation!
07 July 2003, 08:53 AM
Great and fine work, modelling and texturing are very clean, but there is some artifacts that pushes me to ask you if you have improve the picture on photoshop(adding detail in the textures, dirt, rust, etc). Good Job!:buttrock:
07 July 2003, 09:24 AM
Hi all, thanks for the nice comments!
Brittnell, Kel Solaar>> Indeed, it's a model rendered and then heavily modified in Photoshop. Effectively all dirt and wear was added later.
I originally started the robot as a small modeling project for university, but when it appeared I was going to model the whole thing, I wanted to render it nicely too. However, Rhinoceros (prog I used) doesn't permit such a thing, and apparently my mesh was so full of errors that I couldn't export it to Maya/Max etc.
I then used Flamingo to render it (a very easy but also very limited render plugin to render the initial image), and added all the 'crap' later on, in 2d, and indeed it shows very obviously in places. Now that I'm actually learning proper modeling and texturing in Maya itself, I can point out that although limited and unsuitable for animation, the 'PS post processing'-way is a very quick method, also. :)
Downwrdspiral, Mcspirit, weist>> Unfortunenately, the model I built does appear to be exportable from Rhino, so an animated version is out of the question :(
07 July 2003, 09:33 AM
really well done, nice textures also.
01 January 2006, 02:00 PM
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