HMC #14 - Robocop 2


#101

I’ve been keeping close tabs on this…it’s looking so awesome!! I’m most excited for this model!


#102

all those tech parts just look flawless!
and the assembled model looks absolutely awesome.
Keep going.
Cheers


#103

Yeah, very nice! Badass work! :slight_smile:


#104

Holy molly!:cool:

Your 3D sculpting is just incredible. You’ve made a perfect replica of the real thing.:applause:
next: minigun arm.:twisted:

PS:detail of the claws (don’t forget the palm plate).


#105

Like everyone else has said, and I agree, your modeling is really fantastic. Have you given thought to texturing/shading?


#106

OMG You’ve modeled every single details, fantastic job, keep to post man!

Bye


#107

WOW!!
Not a lot I can say, except Fan-bleedin-tastic!!!


#108

This has to be one of the best and most inspiring model ive seen. One question how have you modeled it, is it nurbs like maybe nurbs then converted to poly object?


#109

Its certainly getting there. Keep going…


#110

hmm i hate Kain but i love your modeling
whats wrong with me :smiley:


#111

Thank you all again for your kind comments and stars :love:
Ill try and get alot of stuff done during this weekend so hopefully I’ve posted a new update before monday.

Insroo: thx a bunch for all the new pics! And yes ill tweak the hand once the left arm(s) are done. When those are in place I can focus more on tweaking - otherwise ill just feel im not getting anywhere :wink:

Shocklate: I think ill just focus on modelling for this compo since theres still so much to do. But ill probably play around with maps/shaders and possible a rig after the compo. However that could turn into a long stretch since I’ve postponed other stuff for the compo. But thats life i guess :slight_smile:

fuchiboo: It’s all plain sub-division modelling (no nurbs, or boolean operations). Basically i start with a box, cylinder, tube, or plane, and then cut them up and extrude edges around- I try and use symmetry modifers whenever i can during the modelling process. Another good tip is to detach a selection of polys and then use that as the basic startingpoint for a new object rather than spending time creating a new primitive and placing it correctly. ‘Detach’ (copy) can be a huge timesaver!
I also use meshtools and cspolytools (I havent gotten around to using polyboost yet which is probably a big mistake). One of the really usefull features in cspolytools is the “untangle poly into perfect N-gon” which can basically create perfect circle shape anywhere in your topology. This saves me from creating a new cyl-cap and attacing/welding. Also a great timesaver indeed.

Speaking of time Ive spent 39,5 hours so far on the modelling (and probably around 3 hours on research and making reference compositions).

So hopefully new update soon! :smiley:


#112

Looking sweet so far ! I think a clay render will show this off fine for the modelling, while it will be great textured I think people will loose details, a clay will make them see everything !


#113

eyeayen: thx :D. And I agree - clayrender it is. But not yet. Im still 100% focussed on modelling.

Still here is the update I promised. I didnt exactly finish the right arm but I’m still pretty satisfied with the progress. Gun and other areas need detail, and alot of cables are missing. Most noticeable is the lack of ammo feed…

Heres a little WIP modelling on the claw:

And here is the right arm(s) so far:


#114

nice details


#115

Looks awesome! Love the detail you are putting into every single peice. Great work!


#116

Man that’s hardcore modelling.

Rigging that thing must be a nightmare too


#117

If you pull this off Striker…Rio Grande will be history!


#118

insane modeling :banghead:


#119

:eek: You’re so fast at modelling this , with such accuracy and great care for details.:buttrock:

I’m sure now that you will make one of the best Cain 3D model ever.:thumbsup:


#120

you know what? i can NOT believe that i never posted anything on this thread…:argh:

this IS hardcore my friend:thumbsup: