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Old 06-19-2013, 11:48 AM   #46
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Steve
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Very nice...I really like the design and that you can see all the mechanical details. Great job. The render has way too much grain for my taste...I suppose you're going to tune that down in the final render?
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Old 06-19-2013, 06:19 PM   #47
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Stuart Townsend
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Final textures. I guess. After 12 days, I'm getting tired of worrying about the details.

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Old 06-20-2013, 01:09 AM   #48
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Man this looks crazy good! Such nice details, and I like the way you have showcased it. Im guessing your a Hawken fan?

Nice job!
 
Old 06-20-2013, 10:28 AM   #49
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wonderful looking & amazing details
 
Old 06-21-2013, 04:28 AM   #50
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I'm wrapping it up for the time being, until I can afford some more time to build a proper environment for this guy. Time to put the hobby aside and do some client work.

Thanks for your good advice.













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Old 06-21-2013, 11:00 AM   #51
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Twelve... Twelve freaking days... God that's fast for that level of detail! I'm struggling with my own model of a shoe for about 2 years and still can't get it done. I definitely have to change my way of thinking and working. I wish I could be your apprentice. =)
 
Old 06-21-2013, 12:48 PM   #52
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I really like the solid 80's feel that this has. Keep it up!
 
Old 06-21-2013, 03:20 PM   #53
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Samuel Cote
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great and fast work man.

Felicitation Congratz
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Old 06-21-2013, 06:49 PM   #54
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Incredible details and done at a very fast pace! Not sure if you have unwrapped the model or just have procedural textures on there but it looks very convincing. I'm usually not even a fan of these battle mechs but this is astonishing. Only crit would be DOF on the last image looks weird. The whole mech should be in focus. Other than that, fantastic!
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Old 06-21-2013, 08:52 PM   #55
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Quote:
Originally Posted by Innovator
Incredible details and done at a very fast pace! Not sure if you have unwrapped the model or just have procedural textures on there but it looks very convincing. I'm usually not even a fan of these battle mechs but this is astonishing. Only crit would be DOF on the last image looks weird. The whole mech should be in focus. Other than that, fantastic!


DOF on that last image was meant to be a macro shot - Small scale.
All materials are procedural (besides one place where I used the software dDO), I use a combination of shading techniques to pick out certain areas on a mesh. One represents a sort of reverse AO selection, one a depth map, another picks out edges. Combining all of these techniques with layer masks and VRay's versatility for creating materials, it's really simple to create quite convincing and varied metals (also worn materials).

Quote:
Originally Posted by Tushkan
Twelve... Twelve freaking days... God that's fast for that level of detail! I'm struggling with my own model of a shoe for about 2 years and still can't get it done. I definitely have to change my way of thinking and working. I wish I could be your apprentice. =)


I'm always willing to answer any questions via PM. Thanks for the compliment.
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Old 06-21-2013, 09:37 PM   #56
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Well your Macro lens doesn't work for me then. Macro lens are used for macro details .. If you want to fill the scale of that model.. well to burry for a good shot
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Old 06-21-2013, 09:59 PM   #57
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Macro lenses are commonly used in product photography too, for larger objects. I often use mine for taking pictures of my kids, as it produces by far the sharpest portrait pics with an aesthetic looking bokeh effect. But I agree the DOF is too shallow here, reminiscent of an object 1/10th its size. Might be I made mistake with the lens calculation, but it's a shot I would otherwise discard.
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Last edited by ThePriest : 06-21-2013 at 10:49 PM.
 
Old 06-22-2013, 11:17 AM   #58
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Sergey Kleimenichev
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It's very kind of you being that open and ready to help. But the questions that I come up with are unfortunately very abstract and general. I hope you don't mind if I ask one here in the thread instead of a PM (I think it wold be better to share it to everyone, I wouldn't want to hide your help in my sole mail box): What is your general attitude towards modeling nonexistent stuff (i.e. which you can't reproduce from blueprints)? I generally tend to think a lot of how it would work in reality. I can't stop rotating a proxy model in my viewport trying to figure out how each detail would match as above so below. Would it be easy to assemble, use, would it serve well? Would it stand all loads and stresses? Kind of an engineering instead of an art. At some point the amount of things I need to keep in head just jams my brain and I can't progress anymore.
Obviously, your workflow is a lot more efficient =). So how do you approach such tasks?
 
Old 06-22-2013, 07:17 PM   #59
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A lot of Mech's you see around look vulnerable and are not mechanically sound from an engineering point of view, mine is probably no exception, though the lack of armor is deliberate.

I had animation in mind when I started the piece and even went so far as to test out a quick walk cycle, once the legs were complete. That failed miserably, so I went strictly for the model detailing and gave up on ever seeing it in motion.

When I started the project I referenced some mech sketches for the individual parts, but didn't copy anything detail for detail. There were lots of models quickly sculpted in ZBrush, only to be thrown out if they didn't work. Zbrush affords you the luxury of turning ideas into detailed models very quickly, so discarding them is not a burden on production times. Zbrush tools like 'shadowbox' and obviously being able to add and remove details quickly with 'dynamesh' is hugely beneficial, finally with several hundred mechanical 'insert mesh' brushes, you can bring a section to life with very little effort.

The zbrush method is not without problems though. When you end up with a 3 million polygon model (for a toe), detailed as it may be and perfect to look at, it's far too heavy. You're left with the choice of doing retopology for the entire model, or decimation (triangulated mess) to get the numbers down to a reasonable level, which leads to unsightly polygon flow. Truth is I don't care about topology or triangles, so long as a client isn't reviewing the work and so long as it looks good.

More to the point though. If you work is based on blueprints, it requires only two things; Technical knowledge and patience. If you sketch out your idea before hand, more power to you, I lack the skills needed to properly sketch on multiple angles. So I prefer to have an idea and to use the 3D editor as my canvas, usually without any solid reference. It benefits me, but it may not work for you. In the end I can't sing ZBrush's praises loud enough. It has afforded me the freedom to work unhindered by the limitations of regular modeling apps. Many see it as the app for high poly organic models, but its massively powerful for hard surface stuff too, as you're probably aware.
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Last edited by ThePriest : 06-22-2013 at 07:25 PM.
 
Old 06-22-2013, 07:17 PM   #60
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