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File: Combot_X_Test_001.jpg (1.58 MB, 5120x1440)
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Looking for some constructive crit, dont be too harsh..

obviously a wip
>>
its nice
but what is it
>>
its just a bunch of cylinders. Literally looks like a windpipe. Very little skill demonstrated besides bash together, mirror, chrome shader
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>>513685
its the beginning of a robot

>>513686
thnx
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>>513684
Looks more complex than it actually is. Add more than one shape but you are off to a great start.
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>>513684
It looks cool op, but I think you are winging it as you go along? Maybe design first then implement
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>>513684
I don't think chrome / metal is the right direction to go with this. the default gray / matte finish looks a lot nicer. Maybe have some smaller pieces highly reflective, but not everything.
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>>513684
too many pipes i think
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If you have no plans of ever being in a position of a designer, you are doing alright.
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>>513713
Yeah, I'd say this too.
>>
more robots 1/?
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>>513684
is this made up from gun parts
if so I would go with a asymmetric path try to use different parts & part count on left and right side
adjusting the torso ay metrically torso maybe

shoulders look like holo sights
>>
2/?
>>
>>513684

As some have said, I actually like the matte considerably better than the metal. The matte brings the focus to the overall design, while the metal seems to bounce the design all over the place with the reflections.

Maybe a middle ground (less reflection) or you can use the metal to highlight the parts you want to draw the eye towards.

Nice work.
>>
The windpipes and other cylinders ought to be painted matte white/orange IMO.
>>
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a little update.. im haveing to do long days at work so i can only get a little actual time to work on this when i get home. thnx for all the feedback guys

>>513696
thnx
>>513698
yeah that would have been a lot easier.. no plans.. i am however going to make it a transformer. i will have to plan out how to transform it
>>513713
i agree.. these are not final shaders.. they help me when i render to think about the final shapes not the final look
>>513715
i think you may be right.. all the modeling ive done since are not pipes.. i will also remove some from his back as it develops further.. i am not happy with that just yet so expect changes to that area..
>>513722
ok thnx ill be sure to stay out of that line of work
>>513740
yeah i started this initially kit bashing til i could get a direction down that i wanted to flesh out. now i have a feel for it there will be little or no parts that i havent modeled
>>513935
thnx and i agree.. this is going to be the interior skeleton.. i will build outter parts and tacking on car parts will be the final touch.. but i cant do the car bits til i can figure out how to transform it..
>>513936
yeah hell be colorful when this is all done. thnx for yer input
>>
>>513684
>>513691
>>513724
>>513786
>>513966
op here.. if you want to check out some of my past animations, tranformations or tutorials you can check me out here --> youtube com/user/MrGawn/videos
>>
Hey dude.

The picture wasn't the best choice for the opening post - as it's kind of hard to see what it is, but all the other photos look good man.

I think it's cool work :-)
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>>514013
thnx
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File: Combot_X_Test_004.jpg (815 KB, 1280x1440)
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building out the feet
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>>514242

Nice looking robot.

My robot looks a bit imaginationless in detail and design.. maybe I steal some ideas from you.
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>>514242
How do the legs rotate from the hip? I think it's awesome, but you should look at Boston dynamics Atlas.
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>>514246
It's disturbing how often even serious engineers seem to attempt the naive 'servos for joints' approach IRL working on walker bots.
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https://www.youtube.com/watch?v=ABZc9sxpqYc
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If you actually made your own kitbash library, then that's impressive (kinda), but if you're just using someone else's then that's a bit dull.

I personally hate the Michael Bay transformers look, and find these designs to be visually tiresome in their impracticality and over-complexity.
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>>514251
That's the most passive-aggressive comment I've seen.
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File: Combot_X_Test_005.jpg (1.48 MB, 2560x1280)
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>>514244
thnx, feel free to steal my friend
>>514246
thnx.. i havent got to the hip joints yet so i only have an idea of how they will work rather than show you.. im still not sure if ill use the maxskeleton or acat rig just yet. leaning more on the catrig side due to his six limb config...
>>514251
yes i made most of the elements but some were downloaded pre made kit elements. i am devided on the look andfeel of the bay robots. soem i like some i dont. in this instance i am going for a similar look to the transformer franchise. i hope to use it as a peice to get me a real job making this kind of stuff for the movies...
>>514253
were all entitled to our own opinions...

>>514040
>>514242
still building out the feet...
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>>514242
Bottom half looks better than top half. Top half gives no eye rest. Things that are so cluttered give no room for the eye to breathe. Think about this for the top more. Bottom is better though, good job.
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you are very nice. keep going.
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>>514416
thnx bro, i modeled it my self.. making my own bits to bash... i agree with you.. too busy the top half is. ill remodel quite a bit of that too...
>>514452
thnx and i will...
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>>514579
hips are too narrow imo.
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>>514579
looks sick that man, I must say.
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whats your modeling software OP? It looks like a max mesh. pretty good work.
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>>514580
yeah they will become wider and more detailed as i work my way up the body. thnx for yer input
>>514602
thnx
>>514654
it is max. thnx for yer nice words.. pic related
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>>514674
>5 million polys
>5 million verts
Cute STILL MODEL, brah.
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>>514674
FIVE MILLION POLYGONS
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>>514678
>>514679
what youre leaving out is there is a whole car in there as well and a whole 2 million bash parts still to be deleted. yes the model will be heavy at the end, i expect it to be about 10million polys altogether... this is not bad actually i regularly do animations and rendering at work with 20 or 40 million polys...
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>>514686
>20 or 40 million polys per scene
Must be nice to have those 256 TeraByte RAM super stations.
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Dont forget about springs, robots need to have their forces dampened too
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>>514725
i promise i wont forget... he still has a very long way to go. so much work to go all the way around...
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>>514735
is this supposed to be a transformer or just a mech?
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>>514738
oh, its going to transform...
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keep up the good work
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>>514751
thnx.. i will
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Best advice I can give you is go look at real life robots and skim some engineering books.

You've got a lot of detail that makes zero mechanical sense that makes your robot look less plausable.

More detail is not a better design.

Most robots are self-enclosed, with as few holes through differing elements as possible. Why? Holes are great for snagging on things and getting trapped and caught.

Remember how they brought down 20 ton war machines in transformers with a harpoon gun?

Don't be that.
>>
>>514788
how do you figure out all those little details? do you just go with the flow and make shit that looks cool? or you look at references ?
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>>514827
thnx for yer input but if i wanted to make a real life looking robot id be done my project in a week.. they are simple, low level modeling and rigging. overall im not looking for it to make sense, im looking to make it awesome. i want to make a move-like transformer. it will transform and all. now if you dont like the movie style robot that is yer opinion and its totally cool but im not going for a boring realistic robot.
>>514855
thnx for yer question.. i pull from ref all day. certain things i just totally make up like his foot. but for a lot of the stuff i sorted through a ton of online pictures of people dif versions of robots and transformers, hard surface modeling and wire harnesses... its all in the refs you use and find. also to cut down ion time and planning i kit bashed from someone elses kit when i very first started to kind of layout what i wanted as a look.. then i made my own kit of hard surfaces to bash. thne i took some car data and made the inner chest and torso with it as you can see in the bottom 3 pics in this post >>514788

so i always look at refs and go with the flow, sometimes i bash and sometimes i dont. i still have a lot of work to do still on this guy
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File: Combot_X_Test_010.jpg (569 KB, 2000x1440)
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- widened the hips as some have suggested
- got rid of all that nonsense on his back
- new knee pads
- new shins and calf harness including some springs as some have suggested
>>
bump
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File: Combot_X_Test_011.jpg (514 KB, 1532x1440)
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still going...
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>>515383
damn what's the poly count?
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>>515383
leg aesthetics don't match the torso. belt buckle thing looks strange. chest armour also looks strange. You said before that this will transform. Are you planning that as you go, or plan to do so afterwards?
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>>515386
lil over 7m right now... itll grow and itll be ok
>>515402
i still have a lot to go. the body will look more like the legs as i go. i have figured out how he will transform for the most part thats why he has some extra little bits to also animate when transforming. for the most part the strange looking bits he has are still stand-ins for the final parts i have yet to model. when i study how the movie transformers work i find that there is one core model they use when its not transforming and one a special, per-shot model(s) used when transforming. for example the transforming robot may have 3 or 4 dif models and rigs that look like all one robot but really arent. most parts and sequences are cleverly comped together with panels and parts disappearing and appearing out of nowhere in nonsensical way but since they are so busy and too hard to track where they come from we just accept that its wroking...

sorry for the super mouthful
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>>513684
Stupid looking robot.
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>>515383
its not an elegant design i"ll say that much m8
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>>515383
This is why you always figure out a design on paper first.
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>>515383
looks cool, but a big fucking mess.
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>>515383
Patient and skillful, but the Bayformer is still the worst mecha art styles ever conceived by man.
It's so unreadable over stressed with detail and so meachanically dysfunctional.

All of them look like they would break down the second they attempted to move.They look like the mech analouge
of a organic creature gutted with only anorectic muscles and nerves exposed and random unnecessary protrusions sticking out of the skeleton.
Like imagine having no skin or fat or binding tissue and running trough a bush and have your quadriceps getting snagged on a branch.
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>>516743
transformers are animated by the allspark, a force more powerful than you can ever comprehend
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>>516744
Someone should take the Autobot Matrix of Leadership, and shovel it right up your ass.

You are a real retardocon if you're apologetic about the bayformers.
>>
op here. ive been super busy at work so no updates just yet but there will be more soon...

so op bump
>>
>>514686
RETOPOLOGISE THAT MODEL YOUNG MAN. THOSE POLYS ARE FAR TOO NUMEROUS IN QUANTITY.
>>
you should upload pics on wireframe mode, to see how many polygons are being used, and also to see how they are distributed.

Still, it's looking very good.
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File: Combot_X_Test_012.jpg (1.08 MB, 1280x2160)
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>>517307
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op update...

hands are almost complete now. up next arms need work and chest and new head...

also nothing is rigged yet i just parented parts and animated them..
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>>518001
I love it :D
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>>518001
>nothing is rigged yet i just parented parts and animated them..
Just curious, why bother rigging? For something so rigid and robotic as this, parenting seems like the way to go. Rigging, to me, is what you do for organic movement.
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>>518010
You're confusing rigging with skinning.
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File: bitsburgh2.gif (3.96 MB, 1100x602)
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Working on this City level in Unity for a robot fighting game.

Here's the concept as well
https://dl.dropboxusercontent.com/u/3225495/BladeBallet/Art_level_02_Concept_03.jpg
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>>518027
ugh i'm so fucking sorry dude i meant to post in what you're working on. Utter fail.

Great bot tho
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>>518027
u got a unity or steam account ?
i fucking love that style
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>>518042
steam = neolightl
unity = neolightl
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>>518049
> neolightl
can't find you on steam users :V
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>>518052
try looking for Journeyful on steam then. My icon is a little gray lizard.

Lets also not hijack this guy's thread
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It looks like shit, anon kun.
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>>518093
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>>518152
There's so much shit on this it just looks like a junk pile
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>>518244
thats how i know im almost done.. lol
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>>518152
oh shit, he so tough his wrists grew fists
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>>518333
>a lot of things, just like muh design

No son, those designs have actual resting areas for the eye. They mix those with the detailed parts and the design looks way more clean overall. Still like it tho, not trying to hate on your style.
>>
>>518152
>>518333
your mech is much better imo. if you just posted a full shot we could see the silloette more easily. from here it looks like theres weight in the knees down and also the forearms. looks fine to me
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>>518333
but yours is 100% bullshit...
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hey guys, op here.. im starting the new head and face today, wish me luck...
>>
Sorry but the robot has no style or artistic qualities whatsoever.
It's just a slew of random pieces stuck together.
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>>518001
That torso looks fucking awesome. The legs ruin it for me; they're too heavy and the way the joints angle the segments with the reverse joint looks strange.
It would look cooler with normal bipedal legs that match the style of the arms.
The chest armour still sticks out like a sore thumb as well.
>>
>>519155
Shit, i didn't see you posted an update. Ignore all i guess.
>>
are you using Bulgarov's kitbash models for this?
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Hey guys, OP here, just finished my draft
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>>519234
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>>519227
idk i found a kitbash unnamed on a site.. a kitbash file i used early on to get some of the general forms i was interested in.. now tho i created most of the parts ive used with some of the kitbash remaining in the upper arm a part or 2 in the chest and back...

>>519234
good one...
>>
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>>519234
i just couldn't resist
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>>518001
its looking good
>>
make less cartoony robots and generic.
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looks really amateurish
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meh mate
i mean the details arent bad, but you biggest problem is the design consistency

heres a simple paintover to help illustrate my point
yous should focus on 3 layers of the design

1) internal support skeleton
i wnat to see it, even if you cover it you kind of half assed it in few palces, especially on how teh arms connect to teh torso
2) pointless details cables and gears
basiclaly the insides, not shown here, put there what you want
3) outer layer protection
you started this on the legs, but rest feels bare, dunno how much you plan still to cover, but for now it dosnt work

In your model all 3 parts often are hard to distinguish or are plain up not there
another huge problem are the spikes, that completly dotn fit with the rest of the design
also i would curve the back with outer plating, it just looks nice and will feel more massive

ironically your early iterations of the model looked better in that regard >>513966 >>514040
you started with a clear skeleton, but you swapped it out for random detail
and transformers are a really bad reference point, hey are way too hit and miss with the design depending on what artist did which model
some look like a fucking mess, some flow nicely, but overall people are not too fond of those designs
>>
>>519791
thanks for yer actual crit.. it is all noted
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>>519791
what kind of tablet are you using here ??
>>
>>520445
For that paint over you mean ?
my mouse mostly, and rest with my old wacom intuos 4

but i cant draw to save my fucking life, so im not a good person to ask about tablets
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>>520493
it looks like shit.
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>>520504
yeah, i literally said that in my post
kid, did you get a stroke while typing that?
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>>520506
you didnt even type the word "shit" once so no, you didnt literally say what >>520504 said.

Fuck off tripfag
>>
>>520507
lel, that samefagging
>>
>>520508
How is him responding to you "samefagging"? I don't know why you use trips with how perpetually fucking retarded your posts are.
>>
>>520508
underage
fuck off back to /b/
>>
>>520508
Get the fuck out of here you trip nigger.
>>
>>520508
banned from /3/ fag weasel
>>
>>520614
kek



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