Posted 09 May 2012 - 08:16 PM
The 'Mech itself is a custom build for the Solaris 7 arenas, replacing the normal AC/10 with a PPC and a bunch of heat sinks. The Gemini Stables logo on the nose is from camospecs.com. I'm intending to do a different arm model to represent the -4R version, but that'll have to wait until I'm done with this.
Model in 3ds Max, textures with GIMP and Apophysis, rendered in mental ray.
Posted 10 May 2012 - 03:26 PM
Posted 11 May 2012 - 09:22 AM
Posted 11 May 2012 - 09:30 AM
I have to agree. But the detail is awesome man, I would love to see this when your done.
Posted 11 May 2012 - 10:53 AM
The recent resculpt for the TT version made me want to puke quite honestly. I thought to myself, not only did the original NOT need to be fixed, you really messed it up. Ah well, I'm sure the final product will be quite good. Please keep up the good work.
THIS is what an Enforcer should look like.
Edited by maxoconnor, 11 May 2012 - 10:53 AM.
Posted 11 May 2012 - 11:03 AM
Posted 11 May 2012 - 11:41 AM
...and the time...
Posted 11 May 2012 - 08:10 PM
I've done a little adjusting today based on comments. The head is now 10% smaller; I'd have liked to go smaller still, but beyond that, the pilot starts having trouble fitting into the thing. (My number one grumble about canon BattleTech 'Mechs is that their cockpits are generally not big enough to fit a pilot in, based on a 12m height.) I've also added to the shoulders somewhat, extending the upper armour plates and bulking out the joint.
You can also see the start of the hips going in here. I'm working on the feet and lower legs at the moment, since they're the most iconic part of the legs on the Enforcer. Traditionally, they're almost solid, with no apparent room for pivoting. If anyone's got any suggestions on how to translate that into a more functional design, while keeping the broad styling, let me know! For the moment, I'm aiming for a pair of slanted plates either side of the foot assembly.
Oh, and HDRI sky image by just-Nate on deviantArt: http://just-nate.dev...mages-109988135
Posted 14 May 2012 - 05:45 PM
And a render with an environment (city models supplied by DAZ Studio):
Posted 16 May 2012 - 01:29 PM
Posted 18 May 2012 - 01:57 PM
You have it rigged, why didn't you make some more postures of it?
Posted 18 May 2012 - 11:58 PM
The downside to doing that is that axes are generally fine, but often have problems with curves between keyframes due to unexpected orientations. I *think* I've got this one sorted out fine for some animation, but haven't yet had time to test it out.
The lack of time is the main slow down here; I've picked up a small contract doing some paid 3d modelling, and that is eating up time that could be used modelling BattleMechs. Clearly, my priorities aren't straight . At least its paying for a copy of 3D-Coat.
Posted 21 May 2012 - 11:56 PM
Posted 22 May 2012 - 12:11 AM
Haha, nice work, but I don't even SEE the first NIC logo on here
EDIT: Oh, oh, wait! There it is, right shoulder!
Edited by Hayden, 22 May 2012 - 12:12 AM.
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