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#11 (permalink) |
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Forum Leader
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Nice work! Your engine has a nice "Ratchet and Clank" feel to it. It's real chunky and full of attitude.
If the "window thingy" doesn't work out (a functional window will force you to model interior geometry), you could make it a pressure/temperature gauge. You could even set a short animation cycle that gives erratic movement to the gauge's needle, which will bring even more life to the model. I only really see two issues, and both are easy to fix. The biggest thing I notice is the braces (or "legs"). They have a base on only the front side of the leg. While it is original, I feel like if it was bolted down to something like that, the weight would put too much stress on the single bolted side. I imagine it tipping forward constantly. By putting some sort of surface on the other side of the leg, you will distribute the weight evenly, and keep your engine upright. If I were you, I would do something different besides just extrude out the back to match the front. I would maybe create a surface of a different shape to keep an original-looking support structure. Lastly, I feel that there would be no real way to attach something to the tube below the propeller. The "neck" of the opening needs to have threads (like a screw or a bottle cap has) around it to sell the function of the tube. A ring of bolts, a latch, or a pin-lock would all work and sell the functionality of the tube. Besides that, you are doing great. Can't wait to see the low-res version
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My Portfolio Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
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#12 (permalink) |
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Administrator
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Awesome model
For the window I was thinking just having a fireglow going on so you wouldn't actually see inside but I like the idea of a pressure gage type thing too. Could be cool. For the leg thing, you could do a triangle stand (if you have enough polys) on each side. Two angled struts on each side to keep it steady. Or one thick leg, slightly angled on each side... Lots of possibilities. Looking forward to the lowpoly. |
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#13 (permalink) |
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New Member
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ok here is the lowpoly. will also nodyfied the fed. now i need somthing too eat
![]() maybe i can do the uvs tonight. but if not tomorrow or so. poly limt was very tight . if i coud i would spent maybe 500 tris more on it![]() Last edited by Theht; 29-11-2009 at 01:07 PM. |
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#15 (permalink) |
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Teenage Artist
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Looks great man, a lot of detail in there. I think you could remove some unnecessary edge loops though. Also be sure to sort out your smoothing groups before moving onto baking.
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#16 (permalink) |
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New Member
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he myles or some one else has a read on smoothing groups or any advice ? also your makrs helped abit. i am now at 2968 tris an will stick witch it. the 500 where for the bulges on the fron an endring. but now they must catched in the normal map. first test looks ok. that implicict i have finshed the uvs
but jeah have to repack an scale them again. some sheels need more pixels to get all the details. |
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#17 (permalink) |
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New Member
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actualy changed abit more on the low poly model. and iam now at 2998 tirs i belivecouly also be 2296
manged finaly the uvlayout and baking. had too bake eight maps . so here is the first test reult out of mamorset toolbag. and yes have to fix the wirebup on top.![]() ![]() Last edited by Theht; 30-11-2009 at 12:47 PM. |
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#19 (permalink) |
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Forum Leader
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That came out quite well! can't wait to see the textures you make
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My Portfolio Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
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