View Full Version : BattleMech
norvman
02-12-2005, 08:03 PM
Lewis wanted me to post this here... (even though I have posted some of it before on SpinQuad)
see this thread...
http://vbulletin.newtek.com/showthread.php?p=250209#post250209
here's a small Battle Mech I'm planing on using in a Future Animation I'm working on...
All modeling done with SubDs
Pelimanary Sketches...
norvman
02-12-2005, 08:27 PM
Here's the model as I last worked on it...
norvman
02-12-2005, 08:32 PM
Finally... we were talking about SubDs... so here's some wires to chew on....
etobiason
02-12-2005, 10:33 PM
What's the advantage of modeling this in SubD? Umm... that could come off a bit wrong, so in case the answer is that there is none and you did it out of personal preference, I just want to add I'm asking honestly, just want to know. :)
dxyner
02-12-2005, 10:49 PM
So far the sketches look a lot meaner than the model but it's a good start. Are the textures on the model just place holders or are those the ones you are planning to use? If those are the ones you are planning to use I'd suggest scaling down the procedural bump quite a bit.
Looking forward to updates.
Dxyner
norvman
02-13-2005, 01:56 PM
What's the advantage of modeling this in SubD?
well I might wait for Lewis to come up and post to give a fuller explaination of that...
see more info on this thread for a temporary answer to your question....
http://vbulletin.newtek.com/showthread.php?t=10649&page=2&pp=40
(note Lewis's comments...)
for this preticular model I was doing an experiment to see if I could do it...
but I am quite happy with the result any howz....
If those are the ones you are planning to use I'd suggest scaling down the procedural bump quite a bit.
Thanks for the observation dxyner...
Yes I plan to do some UV texturing on it... which I am pretty novice at doing....
And
No.... I probably won't change the proceedural sizing.... at least not on the Turrent "bump" proceedrual.....
It really really looks the way I wanted it to look with that size....
but I would very much like to make more detailed texturing and weithering and place.... Numbers and troop insignia... and "don't step here" signs all over it ...
And all that....
but the basic Large bumb ruffness I really like the look of right now......
And it's needs lots more Nurnies N Greelies....
I might make some models of it when it was all new and shiney and then reduce the size of the bumb... but this one needs to look a bit worn out and battle worn for this preticular animation I have in mind...
:D
But please don't stop pointing out any oddties you might see.... I'm definately open for C&Cs
:D
Lewis
02-13-2005, 01:58 PM
Hi norvman !
It looks very promising and modle is excellent considering it's made with SubDs :). I think you just need to work on textures little more :).
norvman
02-13-2005, 02:11 PM
It looks very promising and modle is excellent considering it's made with SubDs . I think you just need to work on textures little more
Agreed...
but....
We were discussing SubDs
any comments? on improving on that?
Need more wires?
etobiason was asking about what advantages SubDs provide when using them on a Mechanical model....
Lewis
02-13-2005, 03:10 PM
SubDs wires look excellent to me, they aren't too dense and yet they are not segmented on render :).
norvman
02-13-2005, 09:24 PM
Segmented?... you lost me....
:confused:
Lewis
02-14-2005, 06:11 AM
Segmented?... you lost me....
:confused:
There is NO visible segmentation on renders which is GOOD :). Sometime people add too much polys in subDs mesh which leads to pointless longer rendering or too less so you get segmentation on renders. Your model have just about right number of polys to be nice and smooth :).
norvman
02-14-2005, 11:24 AM
Well Thanks Lewis....
can't tell yah how encouraging it is to here an expert like your self say that...
I mean I look at the wires on this model It looks.... all jumbled up... and it makes me think that some how I haven't don it right...
But it did turn out to look proper in the renders... so I geuss if it looks right it is right...
okay....
now I quit sweatin' over that and get busy adding nurnies and proper texturing....
:D
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