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Old 03-31-2007, 09:07 PM   #31
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Rob Mack
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Awesome! Awesome idea you guys... And a great theme to kick it off too... I think I'll be going biomechanical insectoid mutant cockroach if I can commit enough time to it...

Thanks for a great addition to this community
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Old 03-31-2007, 09:32 PM   #32
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Mike,

thanks a lot man for clearing that up. I think I will have to undergo several steps of increasing detail and clarity anyway and thus will just see how far (read: from monochrome study to enviro) I can take it.

I found your example and published train of thought with the mindmap a huge startup help already, man. Not only do I feel that I have a tool now to get clarity about what it is that I want to envision, it's also fun! Yay!

I figure I can always do another one to take pre-thoughts to any desired level of detail. Such a great tool! Thanks for the inspiration!

 
Old 03-31-2007, 09:57 PM   #33
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This kicks ass. I've always wanted to do character design. I'm in! I need to work on my imaginative side. Might just stick to 2d for now though...
 
Old 03-31-2007, 10:26 PM   #34
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Oh wow, this sounds like it'll be a great excuse for me to make a 3d mechanical dragon

Does anyone have any suggestions for polycount, say, if this were designed to work in a game?
Also, there's a lot of talk about normal maps being the new thing of next gen games, I've been meaning to look into that. Does anyone have any suggestions where to start with that? How would it be best to make a non-organic model using normal maps?

Who knows, I might be being too ambitous, but it could'nt hurt.
 
Old 03-31-2007, 10:55 PM   #35
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Arrow

Quote:
Originally Posted by ReflectingAbyss
Does anyone have any suggestions for polycount, say, if this were designed to work in a game?


Characters (organic biped) are around 6k tri's with 2 x 2048 maps on them, though this can vary considerably depending on the production house you are at. Without seeing your idea, it will be difficult to say just yet.

Quote:
Originally Posted by ReflectingAbyss
Also, there's a lot of talk about normal maps being the new thing of next gen games, I've been meaning to look into that. Does anyone have any suggestions where to start with that? How would it be best to make a non-organic model using normal maps?

Who knows, I might be being too ambitous, but it could'nt hurt.


There are some great tutorials available on-line, depending on what package you will be using to generate your normal maps in. You can make normal maps in Photoshop using plug-in's like nVidia tools, or you can use stand alone freewares like melody or xNormal and of course 3D apps like Zbrush, maya....

Just google them names and you will find stuff. As for if normal maps would be required for a non organic model, again it will be difficult to advise for anyone until we can see what you have in mind.

Hope that helps some, looking forward to seeing your work soon.

MIKE
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Old 03-31-2007, 11:06 PM   #36
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So,

to sum the above graphic up:

SUBMARINE BOMB DISPOSAL VEHICLE

life-saving, light, badass, environmental protection machine for 3-5 scientists/minesweepers

combination of three animal paragons:

- calmar
- kraken
- crab

Here's my thoughts on which parts of the crab I will use for what:




@anyone: I am always fond of feedback, brake-hitting hints or question marks...
 
Old 04-01-2007, 12:39 AM   #37
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A little more inspiration. Edouard Martinet is a master of this thing for sure

http://www.edouardmartinet.com/
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Old 04-01-2007, 01:17 AM   #38
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Sounds very cool but there is no way I'll be able to finish anything in 2 weeks. I'll just observe this time around.
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Old 04-01-2007, 02:17 AM   #39
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Alright after some brainstorming I have decided on a huntsman spider for my base animal. As mentioned, I am planning to have each leg incorporate a different tool of some sort, so I chose the huntsman for his extremely long legs in comparison to his body. One of my biggest challenges I think will be figuring out how the complex spidery legs will function with mechanical parts. Posting some notes and sketches.

 
Old 04-01-2007, 03:48 AM   #40
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I'll give this a try, unless work interferes. Do we just keep posting here, or set up a new thread?

Was out jogging looking at all the stuff blooming, so I sketched out a couple of things. Will add a couple more, but I'm digging the 'Flower as Death Cannon' for now.


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Old 04-01-2007, 05:15 AM   #41
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Kid Dynomite: Awesome concept, can't wait to see that one.

Here's a sketch of the spidery body. Still deciding on exactly what pieces will go where.

 
Old 04-01-2007, 05:42 AM   #42
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This is just great! Wonderful concept - I will definitely try and make time for this.
I'm thinking in the lines of something entertaining... perhaps it could be:

The whirring of cogs and the humming of moving parts reverberate in the darkened passageway. I can see blinking lights casting their illumination on the walls ahead. My breathing quickens as I turn the next corner… THERE IT IS! The Mechanical Hybrid Flower-Geisha had arrived to brighten up my last hours.

Initial quick sketch to start thinking.
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Last edited by Gunilla : 04-01-2007 at 06:24 AM.
 
Old 04-01-2007, 08:30 AM   #43
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Hi guys
Interesting concept. When I saw it on the frontpage I was curious what is it all about so I have checked out description and some designs posted here and I have felt kind of inspired to draw couple of my own designs
so here it is .. but I think I will end it here with the concepts

so if anyone wants to use them feel free to do so






cheers
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Old 04-01-2007, 09:28 AM   #44
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Quote:
Originally Posted by oDaYWaLKeRo
A little more inspiration. Edouard Martinet is a master of this thing for sure http://www.edouardmartinet.com/


Storming website, added to the front page under useful links, thx!

Good stuff by everyone else. The Mechanical Hybrid Flower-Geisha is definately a solution I would never have come up with, and proof (if ever it was needed,) that we all think in different ways....

Cheers

MIKE
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Old 04-01-2007, 10:14 AM   #45
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Ok one more design from me
and again if you want to use it feel free to do so

Battlefield medic


Cheers
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