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Old 06-11-2013, 04:03 PM   #16
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Stuart Townsend
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I export the pieces to Cinema 4D and only bring them back to ZBrush as individual chunks of geometry, for lining up new components. The limit here is the 96gb of ram that currently lives in my workstation.
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Old 06-11-2013, 07:49 PM   #17
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Knee joint needs to be updated so that it functions in animation, but feels almost right to me.



Fixed. The idea is that the cylinder allow for joint rotation.

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Old 06-11-2013, 11:18 PM   #18
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Really kick ass work here, Stuart! I can't wait to see it all built out . Your v-ray renderings look lovely as they always do!

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Old 06-12-2013, 07:09 PM   #19
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Thanks Josh.

Update;
Couple of small errors to fix.
Hip geometry is mostly all temporary.



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Old 06-12-2013, 10:32 PM   #20
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Does anybody have an opinion on this direction?

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Old 06-12-2013, 11:05 PM   #21
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Cockpit / Hatch remand me Avatar Armour mobile suit
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Old 06-12-2013, 11:23 PM   #22
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I guess that's what I'm going for.
I think I'll completely restart this cockpit and go for something with harder lines.
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Old 06-13-2013, 12:54 AM   #23
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Really beautiful work. Highly original.

I hesitate to even offer any suggestions, because you clearly need little in the way of artistic, or technical advice. That being said, sometimes an objective eye can spark something...

You have invested such great detail into the initial stages. Some of your components are a little more spartan, in contrast. Nothing wrong with that balance, at all. But, perhaps the "cockpit" should reflect some of the minute detail from the toes. Not literally, that scale, but more in the sense that there are fewer large pieces. Perhaps, many more smaller components, joined with an architecture similar to what you are doing with the cores of the legs. Maybe be even less literal with the dimensions, and aspects of that main "body" and let it be as free-form as the rest of your fabulous design.

That's about it. Have fun. I wish I had the time to jump into something like that myself!
 
Old 06-13-2013, 01:30 AM   #24
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Just a suggestion, based on the body of the robot(a heavy mech suit), I would recommend you add some heavy weapons, such as: rockets, large lasers, ect. to fit its functionality.
 
Old 06-13-2013, 07:22 AM   #25
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Thanks for the advice Sneather, I think you're dead on with your observation.
Continuity and heavy detail will be the selling point for the final I think.
I think it would be well suited towards some kind of hangar bay, in repair.

Cockpit proof of concept. Needs additional changes.

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Old 06-13-2013, 09:09 PM   #26
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Cockpit update

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Old 06-13-2013, 10:37 PM   #27
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Inching closer;

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Old 06-13-2013, 10:38 PM   #28
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Wow....I love this. Intense details you have added here. You have a great artistic eye.
 
Old 06-14-2013, 07:31 AM   #29
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One more for the road.

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Old 06-14-2013, 09:16 AM   #30
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Quote:
Originally Posted by ThePriest
I export the pieces to Cinema 4D and only bring them back to ZBrush as individual chunks of geometry, for lining up new components. The limit here is the 96gb of ram that currently lives in my workstation.


Fair enough, I didn't say anything then

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