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Mauler Model

3D

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#1 Joe3142

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Posted 01 May 2015 - 06:14 AM

Re made most of the mech since I was unhappy with the first model. I wanted to try and make it look closer to the concept and add more detail. Got to redo the Uv maps and textures now though.....

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Wanted to learn the sculpt tool... so decided to destroy the Mauler

Need to get back on track and texture it :/

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Edited by Joe3142, 06 September 2015 - 02:25 PM.


#2 Joe3142

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Posted 03 May 2015 - 04:18 PM

Finished blocking out the base model. Next thing to do is to add details and clean up any messy bits.

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#3 TheSilken

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Posted 03 May 2015 - 04:25 PM

Not bad....

#4 Will9761

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Posted 03 May 2015 - 05:41 PM

impressive

#5 TheSilken

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Posted 03 May 2015 - 05:47 PM

Makes you wonder why it takes PGI so long to get these into the game from the initial sale date to the release date.

#6 Juodas Varnas

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Posted 03 May 2015 - 07:47 PM

I have a niggling feeling the back of my head that this model of yours will look closer to the concept art (and better overall) than the official one when it comes out. -_-

#7 Mech42Ace

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Posted 03 May 2015 - 08:11 PM

Nice work!

#8 Corbenik

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Posted 03 May 2015 - 08:31 PM

Then you gotta add the Hitboxes, movement,weapon models :P etc etc.

#9 Impyrium

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Posted 05 May 2015 - 05:12 PM

Interesting to see how this compares to the official model. Impressive work!

#10 Grendel408

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Posted 06 May 2015 - 04:28 PM

nice modeling there, Joe! :D

#11 LordKnightFandragon

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Posted 06 May 2015 - 04:51 PM

I thnk the PGI mauler looks good. Just so long as by release they dont go and give it stubbies....

#12 White Bear 84

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Posted 06 May 2015 - 04:53 PM

View PostTheSilken, on 03 May 2015 - 05:47 PM, said:

Makes you wonder why it takes PGI so long to get these into the game from the initial sale date to the release date.


Because this is just a canvas.. ..the real beauty comes next..

PGI have to take the canvas, add fine detail, apply hitboxes, weapon modules, movement and centre of gravity, test all the parts that move, add textures, qa the textures, test all the weapon modules, ensure there are no violations in the connectivity of the geometry, run movement tests to make sure it looks right etc etc.

Really want to rustle up the old post that shows how they do it, was in PC Gamer as well I think, its a really cool process..

Edited by White Bear 84, 06 May 2015 - 05:50 PM.


#13 Joe3142

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Posted 12 May 2015 - 02:24 PM

Added some more detail and made tweaks to the scale.

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#14 Brian Banzai

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Posted 13 May 2015 - 09:00 AM

View PostJoe3142, on 12 May 2015 - 02:24 PM, said:

Added some more detail and made tweaks to the scale.

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I hate and love people like you. I hate I can't do this myself and I love the work you do. I may need to get one of these.

#15 Scout Derek

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Posted 13 May 2015 - 09:03 AM

Nice Work there! :)

#16 Michal R

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Posted 13 May 2015 - 09:07 AM

Wow, super. Will you print it in 3d?

Edited by Michal R, 13 May 2015 - 09:07 AM.


#17 AceNewtype0079

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Posted 13 May 2015 - 09:17 AM

if you are willing to upload the UV layout, i can texture this real nice. also have access to 3d printing...just sayin.

#18 0NEHALF

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Posted 13 May 2015 - 09:32 AM

very good, will look better if u chamfer edges more, always avoid sharp corners - it never happens in reality. Or You can ad extra edges (crease сontroling) and drop turbosmooth, i prefer to chamfer all metallic things for more realistic reflections and cool specular. good job any way)

#19 TheArisen

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Posted 13 May 2015 - 11:35 PM

View PostWill9761, on 03 May 2015 - 05:41 PM, said:

impressive


... Most impressive."

#20 IraqiWalker

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Posted 14 May 2015 - 12:31 AM

View PostTheSilken, on 03 May 2015 - 05:47 PM, said:

Makes you wonder why it takes PGI so long to get these into the game from the initial sale date to the release date.

Because they model all phases of destruction, movement, bones, texture of different damage levels, hardpoint locations, hardpoint visuals ... etc. So it does take somewhat longer to integrate them into the game.





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