Skip to main content

WIP - Mech

Submitted by Avalanchex on

After seeing the thread done by the guy posting his entire drawing evolution on the internet and being inspiried I guess i learnt i really need to show people things even if i think they are bad. How else am i supposed to get better.

Anyway, this is a mech im working on, my first real high poly model (well thats the plan, its not so high at the moment). I'm aiming for a dirty low tech type of mech, more mechwarrior style but with a little anime influence (bipedal, humaoidish form, fairly agiile compared to mechwarrior types but in the anime sense chunky and slow). I blocked out the entire thing first to try and get the proportions right and now im going back and adding in the shape and detail. So most of it is still very blocky..... All CC's would be really appreciated, infact please do.

[img]http://members.iinet.net.au/~malcolmc/Torso-Iso-1.png[/img]
[img]http://members.iinet.net.au/~malcolmc/Full-Iso-1.png[/img]
[img]http://members.iinet.net.au/~malcolmc/Torso-Back-2.png[/img]
[img]http://members.iinet.net.au/~malcolmc/head.png[/img]

Also, i really dont like the head at the moment. Just included it for reference.

Submitted by Sorceror Bob on Sun, 06/11/05 - 2:43 AM Permalink

Not much to crit at the moment. Whats your target poly count etc.

At the moment, it's looking very boxy. Not a bad thing for a mech, but you gotta look outside the box. (har har har)

I'd consider modelling him in a pose. The bog standard T pose doesn't really show the model off, and it can make it hard to build 'weight' into the mesh. Building the mesh in a relaxed standing pose can help give you a better idea of where the weight distribution is going to be. Working out the center of gravity, and balancing the 'feel' of the model is important with mech stuff, otherwise they can look light and fluffy.

I'm a firm believer in modelling people. They're a lot harder, as theres more anatomical stuff. But the way I see it, everyone has a body to use as reference. Robot monsters are kinda hard to come by.

That said, look at pictures of real robotics. Factory type stuff, it'll give you an idea of the fundamentals of robot design, and will point you in the right direction for articulate limbs etc. At the moment your mech's range of movement seems rather limited, bipedal mech designs are based on humans, so you really need to work out how to mimic the range of mobility a person has, yet with mechanics rather than bone and tendon.

Thats how you can think outside the box ;)

Submitted by Avalanchex on Tue, 08/11/05 - 12:29 PM Permalink

Thanks for the reply Bob, was really helpfull. Basically my target poly count is whatever it ends up at as detailed as I want it.

As for the human modelling, so far I find modelling mecha is fun and interesting given that I love that sorta stuff, but modelling organic creatures "feels" better, more artistic? Thats about the best I can explain it. One day ill get around to an organic mech :)

After seeing the thread done by the guy posting his entire drawing evolution on the internet and being inspiried I guess i learnt i really need to show people things even if i think they are bad. How else am i supposed to get better.

Anyway, this is a mech im working on, my first real high poly model (well thats the plan, its not so high at the moment). I'm aiming for a dirty low tech type of mech, more mechwarrior style but with a little anime influence (bipedal, humaoidish form, fairly agiile compared to mechwarrior types but in the anime sense chunky and slow). I blocked out the entire thing first to try and get the proportions right and now im going back and adding in the shape and detail. So most of it is still very blocky..... All CC's would be really appreciated, infact please do.

[img]http://members.iinet.net.au/~malcolmc/Torso-Iso-1.png[/img]
[img]http://members.iinet.net.au/~malcolmc/Full-Iso-1.png[/img]
[img]http://members.iinet.net.au/~malcolmc/Torso-Back-2.png[/img]
[img]http://members.iinet.net.au/~malcolmc/head.png[/img]

Also, i really dont like the head at the moment. Just included it for reference.


Submitted by Sorceror Bob on Sun, 06/11/05 - 2:43 AM Permalink

Not much to crit at the moment. Whats your target poly count etc.

At the moment, it's looking very boxy. Not a bad thing for a mech, but you gotta look outside the box. (har har har)

I'd consider modelling him in a pose. The bog standard T pose doesn't really show the model off, and it can make it hard to build 'weight' into the mesh. Building the mesh in a relaxed standing pose can help give you a better idea of where the weight distribution is going to be. Working out the center of gravity, and balancing the 'feel' of the model is important with mech stuff, otherwise they can look light and fluffy.

I'm a firm believer in modelling people. They're a lot harder, as theres more anatomical stuff. But the way I see it, everyone has a body to use as reference. Robot monsters are kinda hard to come by.

That said, look at pictures of real robotics. Factory type stuff, it'll give you an idea of the fundamentals of robot design, and will point you in the right direction for articulate limbs etc. At the moment your mech's range of movement seems rather limited, bipedal mech designs are based on humans, so you really need to work out how to mimic the range of mobility a person has, yet with mechanics rather than bone and tendon.

Thats how you can think outside the box ;)

Submitted by Avalanchex on Tue, 08/11/05 - 12:29 PM Permalink

Thanks for the reply Bob, was really helpfull. Basically my target poly count is whatever it ends up at as detailed as I want it.

As for the human modelling, so far I find modelling mecha is fun and interesting given that I love that sorta stuff, but modelling organic creatures "feels" better, more artistic? Thats about the best I can explain it. One day ill get around to an organic mech :)