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tyokio — Armored Mewtwo

Published: 2011-03-11 02:41:10 +0000 UTC; Views: 3904; Favourites: 30; Downloads: 477
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Description Work in progress, but I realised I hadn't touched 3D modeling for a long while. So this is kinda a "get back into 3D" model thing. I picked this mainly because I've always loved the design of this character and this only appeared for like less then 10 seconds or something. After that, it was never seen again.

Made in a day, kinda morphed it into a pose so It didnt look boring.

Tempted to try and slap it into garrys mod or something, I dunno.
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Comments: 14

darcrash [2014-05-16 18:50:28 +0000 UTC]

please download link pleasee

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troyl9 [2013-12-18 06:50:21 +0000 UTC]

Anyway to download this?

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darcrash [2013-07-03 09:53:06 +0000 UTC]

esta super impresionante... me lo pasas por favor para hacerlo papercraft

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werehog-laulau [2012-08-19 18:47:56 +0000 UTC]

woaw mewtwo is awesome !

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tmma1869 [2012-01-02 06:02:07 +0000 UTC]

badassery!

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AngelCrusher [2011-03-26 21:15:11 +0000 UTC]

very cool man.

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Whothehellisthat [2011-03-11 22:52:58 +0000 UTC]

pretty sweet

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Vaporeon249 [2011-03-11 08:22:57 +0000 UTC]

Ooh, hello. I don't think I've ever seen a 3D version of Mewtwo in armor. Pretty good structure of the armor, but it is rather low poly. I can see the shape of your tris on the gauntlets, for example. Also, you probably should have used some other texture than the default texture type. You obviously did something for the visor, but the armor shouldn't look so stagnant and colorless. It looks great, but I get the feeling of incompletion here.

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tyokio In reply to Vaporeon249 [2011-03-11 12:08:52 +0000 UTC]

Yeah, one of the reasons I started making this was because no one had tried it here. Its actually deliberatly low poly(ish) as I want to get this into something like Garrys mod, even though its engine can handle a pretty impressive poly count I just feel its good practice not to go overboard. If anything it will make the UV mapping stage SOOoo much easier. Right now theres no textures on it, its just coloured using block colors, the eye piece has a different material setting to make it shiney. Once the UV mapping is done, I will be making a High poly version to transfer the normals over to the low poly version. This will make it look FAR smoother then it does there. The texturing part is gonna be pretty tricky though, as on the only reference image I can find, theres very little detail on the armor itself so anything I do with the texture will be entirely of my own design. Thanks for the crits c:

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Vaporeon249 In reply to tyokio [2011-03-11 12:19:43 +0000 UTC]

The references are a bit lacking, though it's colored, and still has metal. Are you using Maya or Max? You still could at least applied a texture map that wasn't the Lambert to the armor, and almost avoid UV Mapping. Unless you're Bump mapping it out, or are particular about incriptions, you could basically leave your map a mess in this case. The geommetry is defined enough as is. All you would be doing is highlighting the faces of anything that isn't battleship grey and Planear Mapping it, and voila.
You shouldn't be restraining your poly count in this day and age if you're using this character in say, an Unreal Engine and emulating a shooter or action/adventure with it. Unless you're making a side scroller, or a top down something, and on a system that can't handle a mid range poly count, then you should hold back. Optimizing geometry is a good skill, and making sure you either quad or triangulate your faces is as well but if you're doing more show pieces or making things for complex media, push for more detail and smoothness. How many polys is this guy anyway?

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tyokio In reply to Vaporeon249 [2011-03-11 12:54:35 +0000 UTC]

I used Maya, I pretty much want to go all the way with this model (painted texture and normal maps). Perhaps I can smooth the armor up a bit, but I will do that manually rather then automaticly as the results so far have been a little unpredictable. Right now the poly count is 6790 (2536 taken up by the armor)

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Vaporeon249 In reply to tyokio [2011-03-11 12:56:48 +0000 UTC]

That's very low poly. You can easily afford to shove more in there. You can always up the poly count, but avoid the Smooth Geometry tools. Instant edge destroyers.

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ZeroNero [2011-03-11 05:00:12 +0000 UTC]

Nicely done, good pose and model. what program did you use? Will be cool to see when its finished

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tyokio In reply to ZeroNero [2011-03-11 12:12:28 +0000 UTC]

thanks : D I used maya 2008 to make it, but when it comes to the texturing I'm gonna throw it over to 3Ds max. Maya is useless at UV mapping lol!

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