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Published: 2008-10-09 15:23:11 +0000 UTC; Views: 37448; Favourites: 475; Downloads: 0
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Description
More of the same. Ive been working on this model off and on again, getting it ready for animation. Fixed a ton of polygon errors, re-rigged it and ran it thru a different renderer.Related content
Comments: 130
PaulV3Design [2014-04-15 14:29:12 +0000 UTC]
Wicked Work man!! Some really cool hard surface there.
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Fabio3000a [2012-11-07 12:38:56 +0000 UTC]
This is amazing! A source of inspiration. I think the amount of work that it was unloaded.
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Jimazing [2011-04-19 07:46:59 +0000 UTC]
So uh, just wondering what's your total poly/vert count on something like this?
3ds, Lightwave, Maya, or Blender?
Love the detail. Very acute and precise! PRO!
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escapism-in-motion [2011-03-13 20:08:31 +0000 UTC]
absolutely astounding, hope i get to your skill one day.
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DJBIG [2010-10-11 00:24:40 +0000 UTC]
I can't even imagine the hours put into this thing! especially if it is all designed to move in proper function!
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DarrenChapman [2010-08-15 15:33:19 +0000 UTC]
The fine level of detail in this model makes it a thing of beauty.
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PrinceOfWoland [2010-06-20 01:33:40 +0000 UTC]
Amazing detail. And this really animates? It must be like pain in the a** to render it.
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HydeCorp3D [2010-06-16 08:04:36 +0000 UTC]
Jaw on da floor In amazement. :-D. Very cool man, love the detail, That must be a million Polys or something. [link]
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MasterGunz67 [2010-03-03 05:50:10 +0000 UTC]
Amazing model! I just finished making a Warhammer 40K Dreadnought and simply cannot imagine the effort it took to create that hulk. Similar to Gunner63, I have also been teaching myself how to use 3DS Max for some time. Would it be possible for you to take a look at my models as well please? I think your expertise would help me greatly improve my modeling and perhaps after seeing this, I might rig my own . Wonderful model!
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chiaroscuro In reply to MasterGunz67 [2010-03-17 15:35:36 +0000 UTC]
Thanks! Your 40K model is really nice in my opinion - I used to have a pretty decent 40k miniature army when I was playing the game in high school, so Ive always been a fan of anything warhammer
It looks to me like your well on your way tho - Id say it looks like you have all the skills, its just a matter of pushing how much detail you can pack into the model For me what works best is to make a very rough block model that encompasses the basic shapes I want, then break parts off the model and create the high detail version within the block. For this robot I started with a 3000 poly version, then detached a leg segment and modeled it, then an arm, then the head etc etc. Thinking of a huge complex model as a collection of smaller models really helps keep things from seeing too overwhelming
Keep at it tho, the only way to get better is practice!
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MasterGunz67 In reply to chiaroscuro [2010-03-18 02:10:10 +0000 UTC]
Thank you for the response! I will keep what you said in mind and continue to push myself. Thanks again for the help!
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Gunner63 [2010-02-17 17:18:27 +0000 UTC]
That is truly amazing work. The detail is astounding. It is amazing that this is actually rigged. I have been teaching myself how to make 3d models for a while now. Do you think that you could take a look at what I have and give me some feedback? You obviously know what you are doing. Thanks.
My models: [link]
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chiaroscuro In reply to Gunner63 [2010-02-17 21:08:28 +0000 UTC]
I think your off to a good start, especially since you are teaching yourself Your style is a bit different than mine, but its not a bad thing at all... I actually rather like it. The only real feedback I can offer on what you have is to maybe 'beef up' some of the components. I like to start with my major components (engine, wheels, etc) then block out a frame to hold it all together, and finally add detail parts wherever needed. That aside, keep at it! The more you make the better you will get
-Nick
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Gunner63 In reply to chiaroscuro [2010-02-18 17:28:30 +0000 UTC]
Thank you very much for the comment. I am trying to model more and more, learning new methods and tools as I go. I learned a lot of from making the Deffkopta and I hope to learn a lot more with the many models that I plan on making. Thanks again for the help.
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Mr-Reaper666 [2009-12-18 15:00:53 +0000 UTC]
just out of curiosity, how long did this take? amazing.
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chiaroscuro In reply to Mr-Reaper666 [2010-01-08 14:43:48 +0000 UTC]
That took about 120 hours within a 2 month period to get it to the point where it is now.
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Affet-kak [2009-11-08 11:30:34 +0000 UTC]
holy shit rigging it? ARG too many constraints! *computer asplodes*
everysingle move you would be checking for clipping errors!
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ScottishRevenant In reply to Affet-kak [2009-12-17 02:31:12 +0000 UTC]
OMG RIGGGGGING... *facepalms*
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Affet-kak In reply to ScottishRevenant [2009-12-17 04:09:03 +0000 UTC]
yeah rigging can be a bitch
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chiaroscuro In reply to Affet-kak [2009-11-09 14:58:30 +0000 UTC]
Actually it works pretty well I took a lot of time while making the rig so that it cant move past the points when geom starts to clip... that constraint also makes it so that its very un-graceful while walking, but meh lol
-N
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Affet-kak In reply to chiaroscuro [2009-11-09 21:07:17 +0000 UTC]
really? you use max dont you? HOW IS THIS DONE?! ive only used look at constraints and ik chains (and lots of reactor constraints but thats different)
i didnt know that you could have 'maximum movement' in constraints. im still a bit of a noob for rigging
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chiaroscuro In reply to Affet-kak [2009-11-10 14:46:30 +0000 UTC]
I actually rigged this in both Lightwave and Max. In Max its done pretty much entirely with look-at constraints and simple IK chains. The movement limits are all hidden in the Hierarchy tab of the command panel. When you have a FK or IK chain selected it gives you options for min and max rotation values. IMO max isnt the easiest prog to rig in tho, but it gets the job done
-N
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Affet-kak In reply to chiaroscuro [2009-11-10 22:22:12 +0000 UTC]
yay ive worked out hot to limit rotation and position with a float limit thing and i sorta know how to do it with ik chains. thanks!
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