Hey guys started working on this 2 hours ago .
Its currently at 1.3k polys . I know people may think this is high but it really isn't heh.
I should be done modeling it in about an hour . Then move onto texturing it and what not.
Please if you have any crit tell me : ) design wise or model wise but not "omg polys"
Since the model isn't finished it's hard to estimate how it'll look, but what I can say is that I like the detail on the feet.
The whole models looks a bit too thin in my opinion, but then again I'm just an amateur so I wouldn't really know :P
Haha i would agree on the thin part . I will have to see it in game once im done .
However this is a light mech with the armor of a pea so its ment to have little spindly legs to dash round on :P.
They may be almost to spindly though..
Thanks for the feedback. :]
update:
Heres the latest model. I still need to add a little more detail to the main torso peice thing.
Also there's a underbelly part to the mechs torso . This will have a turret that can spin 360 degrees.I will model this tomorrow though .
ps. If you think something could be added to this model please tell me before I complete it and start to unwrap :)
By rules of physics that should not work(good). The only solution with this design is making some gravity boosters on feets or nice engines on the pivots(human have higher leg muscles attached to torso but that wouldn't work in this case).
Thanks for the reply .
Yes I was getting the feeling this mech was rather impossible :P Any ideas how to change this before I unwrap it ? I cant really beef up the joints because the rig our team is using cant handle it as im aware X(.
If i moved the torso forward would that balance it ?. Currently the middle of the torso is at the ankles center.
If that doesn't work I could try make the legs shorter . As it may run really funny ^^
EDIT
Alright ill work on shortening the legs . The more I look at it the more its annoying me haha .
maybe but the thing that will do it is have both the parts of the leg equally long. because now it looks like the lower part of the legs are longer the upper ones. you should upload a profile view of the mech
before I say there are too many polys I need to get in and see the avg "hero" mesh from SC2. 1-2k isn't too bad, but you also have to factor in how many of these bad boys would be running around ingame.
TBH: I would scap any geometry that didn't directly change the models "Silhouette"....
A good example would be the cogs inside the mechs leg joints..you could easily just paint that as a texture...and save about 2-300 polys from just glancing at the faces I can count.
In terms of the model it looks good design wise, aside from the leg issue.
I agree. Lots of those details wont be visible, and can be done via texture. But lets see how this will look and act in-game.
Its 4500 tris now.
Anyway, best way to improve is to test it ingame. And see it in motion.
Rotating weapons at top is neat idea.
Haha yeah just wait man .The reason I do higher poly is to use up un used texture space : ) its easier to have lots of little pieces and keep them high res than large chunks that cant fit onto your uvs :P
But again just wait. I can always reduce after I texture it. However I cant increase if it doesn't look detailed enough.
:)
EDIT
Alright heres the mech with fixed legs : ) Looks far better now xD
Hit tigerija up on stuff about rigging it and getting it in game. Im sure he may be able to answer some questions :) . Hes done the rig for our project
"Haha yeah just wait man .The reason I do higher poly is to use up un used texture space : ) its easier to have lots of little pieces and keep them high res than large chunks that cant fit onto your uvs :P
But again just wait. I can always reduce after I texture it. However I cant increase if it doesn't look detailed enough."
Skipped that part. Oh well, cant wait to see how this will turn out. If proves good enough I will adapt that technique :D .
Hey guys started working on this 2 hours ago . Its currently at 1.3k polys . I know people may think this is high but it really isn't heh. I should be done modeling it in about an hour . Then move onto texturing it and what not.
Please if you have any crit tell me : ) design wise or model wise but not "omg polys"
I want crit this is why I created this tread :]
I think poly-wise it's alright -
Since the model isn't finished it's hard to estimate how it'll look, but what I can say is that I like the detail on the feet.
The whole models looks a bit too thin in my opinion, but then again I'm just an amateur so I wouldn't really know :P
@s3rius: Go
Haha i would agree on the thin part . I will have to see it in game once im done . However this is a light mech with the armor of a pea so its ment to have little spindly legs to dash round on :P.
They may be almost to spindly though..
Thanks for the feedback. :]
update:
Heres the latest model. I still need to add a little more detail to the main torso peice thing. Also there's a underbelly part to the mechs torso . This will have a turret that can spin 360 degrees.I will model this tomorrow though .
ps. If you think something could be added to this model please tell me before I complete it and start to unwrap :)
Look ok.
But IMO, it has too many details(polys) when compared to SC2 models. But we'll see how this will turn when we see it in-game. :)
By rules of physics that should not work(good). The only solution with this design is making some gravity boosters on feets or nice engines on the pivots(human have higher leg muscles attached to torso but that wouldn't work in this case).
@PvtChevron: Go
Thanks for the reply . Yes I was getting the feeling this mech was rather impossible :P Any ideas how to change this before I unwrap it ? I cant really beef up the joints because the rig our team is using cant handle it as im aware X(.
Heres the final model .
@rustychops: Go
i like it but you should change the lengths of the legs because as pvtchervon said it looks a bit weird because irl i couldn't stand
@ElGabster: Go
If i moved the torso forward would that balance it ?. Currently the middle of the torso is at the ankles center. If that doesn't work I could try make the legs shorter . As it may run really funny ^^
EDIT
Alright ill work on shortening the legs . The more I look at it the more its annoying me haha .
@rustychops: Go
maybe but the thing that will do it is have both the parts of the leg equally long. because now it looks like the lower part of the legs are longer the upper ones. you should upload a profile view of the mech
Profile view yes. Lower parts of legs are usually 10%(or something) longer than upper part. Or then can be equally long.
before I say there are too many polys I need to get in and see the avg "hero" mesh from SC2. 1-2k isn't too bad, but you also have to factor in how many of these bad boys would be running around ingame.
TBH: I would scap any geometry that didn't directly change the models "Silhouette"....
A good example would be the cogs inside the mechs leg joints..you could easily just paint that as a texture...and save about 2-300 polys from just glancing at the faces I can count.
In terms of the model it looks good design wise, aside from the leg issue.
@reed5point0: Go
I agree. Lots of those details wont be visible, and can be done via texture. But lets see how this will look and act in-game.
Its 4500 tris now.
Anyway, best way to improve is to test it ingame. And see it in motion.
Rotating weapons at top is neat idea.
@tigerija: Go
Haha yeah just wait man .The reason I do higher poly is to use up un used texture space : ) its easier to have lots of little pieces and keep them high res than large chunks that cant fit onto your uvs :P
But again just wait. I can always reduce after I texture it. However I cant increase if it doesn't look detailed enough.
:)
EDIT
Alright heres the mech with fixed legs : ) Looks far better now xD
Select pelvis, and move it lower, down. Keep knees locked.
Nope I hear you on all that, I was just curious.
How do these models need to be rigged to work ingame?
I am gearing up to making some assets for a map project I have in my head.
@reed5point0: Go
Hit tigerija up on stuff about rigging it and getting it in game. Im sure he may be able to answer some questions :) . Hes done the rig for our project
@rustychops: Go
Will do when I hit that stage lol...I'm still randomly making hills and craters lol.
"Haha yeah just wait man .The reason I do higher poly is to use up un used texture space : ) its easier to have lots of little pieces and keep them high res than large chunks that cant fit onto your uvs :P
But again just wait. I can always reduce after I texture it. However I cant increase if it doesn't look detailed enough."
Skipped that part. Oh well, cant wait to see how this will turn out. If proves good enough I will adapt that technique :D .
hm.. seems good, like it
if you want more insiration for future mechs
http://www.sarna.net/wiki/Mechs
Actually in our concept we arent making Battle >Meches<.
I did throw few ideas of my own and took this to new level. Lets say, a bit in ahead of battletech.
More like War Machines. That also gives us more freedom in designing.