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Wip Orion 3D Model


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#1 Impyrium

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Posted 11 August 2014 - 06:29 AM

Right, so, I think it's slightly better than my previous attempt at modelling that Centurion thing. Still a bit too primitive, model parts seem to simple and blocky but tell me what you think. :)

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Edited by AUSwarrior24, 11 August 2014 - 06:29 AM.


#2 Whitewolf95

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Posted 11 August 2014 - 07:06 AM

looks pretty good, would you mind posting a link to download the file? I got a 3d printer not long ago and messing around with printing mechs is pretty fun.

#3 Bishop Steiner

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Posted 11 August 2014 - 07:34 AM

Looks pretty good.

Definiteley could benefit from some textures being added, to give it less the "liquid metal" feel. And....as for critiques....perhaps shorten the upper arms, and maybe widen the lower arms some? (I could be biased due to usually using a VA model, with missiles in the arms)

#4 Impyrium

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Posted 11 August 2014 - 04:16 PM

View PostWhitewolf95, on 11 August 2014 - 07:06 AM, said:

looks pretty good, would you mind posting a link to download the file? I got a 3d printer not long ago and messing around with printing mechs is pretty fun.


Can do, though I'm not sure whether it'd suit 3D printing since it's not a very efficient model. I myself have been interested in 3D printing, but it seems many of the decent printers are still out of my price range. I'll post them when I get home tonight.

View PostBishop Steiner, on 11 August 2014 - 07:34 AM, said:

Looks pretty good. Definiteley could benefit from some textures being added, to give it less the "liquid metal" feel. And....as for critiques....perhaps shorten the upper arms, and maybe widen the lower arms some? (I could be biased due to usually using a VA model, with missiles in the arms)


Thanks Bishop, the critique is appreciated. I'm not great with texturing, I only just figured out how to properly unwrap a model the other week. In this case I've got the default glossy material set a little too high, so it looks like a tin foil robot. :rolleyes:

Since my modelling is still quite messy and isn't a singular mesh (lots of little pieces) I'm not sure how to go about properly unwrapping it, other than spending many an hour on it. But with time comes result, I suppose. :wacko:

#5 Stingray Productions

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Posted 11 August 2014 - 04:43 PM

A bit primitive eh? Looks great to me. I think the definition is pretty good too. :wacko:

#6 Mech42Ace

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Posted 12 August 2014 - 09:41 AM

View PostWhitewolf95, on 11 August 2014 - 07:06 AM, said:

looks pretty good, would you mind posting a link to download the file? I got a 3d printer not long ago and messing around with printing mechs is pretty fun.


I to would love a link to the download if available, great work!

#7 Zypher

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Posted 12 August 2014 - 10:53 AM

Try to limit your 90 degree angles. You want your light to catch angles so all the surface pops. You can try tapering geometry, although the better way is to try and bevel some of your edges.

The best examples I can give you are the right shoulder and the knee guards, you want them less blocky.

Just an example of how edges make a difference, first has no bevels, second bevels, third bevels with smoothing.https://dl.dropboxus...828085/test.jpg

#8 Impyrium

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Posted 13 August 2014 - 05:54 PM

Doh, I forgot the links. I'll post them tonight, honest. ;)

Thanks for the info Zypher. I'll definitely try using more beveled edges in the future. I tried changing around some of the proportions, Bishop, though I don't think I did enough for the changes to really be visible. ;)

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#9 Sparks Murphey

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Posted 13 August 2014 - 11:29 PM

Looking really nice!

View PostAUSwarrior24, on 11 August 2014 - 04:16 PM, said:

Since my modelling is still quite messy and isn't a singular mesh (lots of little pieces) I'm not sure how to go about properly unwrapping it, other than spending many an hour on it. But with time comes result, I suppose. ;)

Don't worry too much about getting a mechanical model like this into a single mesh island on the UV sheet. It's virtually impossible to do that and keep it unstretched at the same time. Single islands are important for organic models that don't naturally have seems, but they're much easier to disguise in a hard-surface model. Try to join edges that are visible and leave open seams where surfaces naturally bend sharply or are out of sight.

#10 zagibu

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Posted 14 August 2014 - 01:41 PM

I think it looks pretty damn cool. It is how I imagine the Russians would build their Orion. The harder angles make it look cruder, more industrial.





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