

Shadow Hawk Model
#21
Posted 06 January 2012 - 03:06 PM
#23
Posted 08 January 2012 - 03:14 AM
Adridos, on 06 January 2012 - 12:31 PM, said:

My favourite resources for blender tutorials are: http://www.blenderguru.com and http://cgcookie.com/blender/. Blender has quite a different approach than other 3D software but is well worth learning. I´ve switched from a 600$ mid end 3D Software to Blender (open source) and don´t regret it. Just start with something simple like a low poly mech to get used to the interface and workflow and than start to add details as you learn.
StaggerCheck, on 06 January 2012 - 02:34 PM, said:
I´ve basically just modeled from the original TRO drawing and blended it with my own interpretations of how it should look. A good eye and feel for proportions is the key. In the case of the vulture and all the 3052 Clan Mechs there´s plenty of reference images (front and side views) you could project onto planes as blueprints.
Garth Erlam, on 06 January 2012 - 03:01 PM, said:

I understand you´re a big fan of Urbies, I might consider this for future projects

Xarothiell, on 07 January 2012 - 07:26 AM, said:
Can´t wait to see the results

#24
Posted 09 January 2012 - 08:41 AM
Not to take away from this model, but I thought I'd show off somemore of Gray's skills. Always did top work for us.

#25
Posted 09 January 2012 - 02:41 PM
#26
Posted 09 January 2012 - 02:48 PM
#27
Posted 17 January 2012 - 12:46 PM
Xarothiell, on 17 January 2012 - 11:11 AM, said:
Just a wip of the rigging and a little unpolished walk cycle to test the mesh for movement. I may tweak the mesh a little bit for animation but overall it's awesome. Thanks for sharing the model dude...I'll do a proper walk/run cycle once I get the rig and tweaks done.
I know the model is not perfect for animation because of intersecting parts. This is something I will certainly take into account for future works. Though your walk cycle looks really nice already, very natural and fluid (for a 55t tank on legs

#28
Posted 17 January 2012 - 02:50 PM
This is the type of movement that I hope we see the animators for MWO emulating.
Can't wait to see this finished.
#29
Posted 17 January 2012 - 06:35 PM
Xarothiell, on 17 January 2012 - 03:37 PM, said:
This is precisely why I love mid-high poly models. There's just so much stuff I can find to add on to the entirety of the animation. And yeah...I suppose you need to get a targetting assist + stabilizer module for the Hawk's canon

As for the high gloss, it was intentional on my part. That's not the shader I'm going for, it was just a phong with color dropped on it for the time being. I will take into consideration of the points you two have brought up when I prep it for final rendering.
Thanks again for the input guys.
Ah, good ole Phong.

#30
Posted 17 January 2012 - 08:09 PM
#32
Posted 18 January 2012 - 04:36 AM
Morashtak, on 17 January 2012 - 09:54 PM, said:
One of my favorites, thanks for showing that off. Hope to see it "painted" soon. In Steiner blue/grey and it makes it to my desktop (hint, hint Haydon).

If you look on the first page, Grafix tried it, saw the number of faces and gave up. Too nice to be painted in assault way.

#33
Posted 18 January 2012 - 03:23 PM
Xarothiell, on 17 January 2012 - 03:37 PM, said:
Don´t worry about modeling, I also have a Phoenix Hawk and Thug on my hard disk if you want them. There´s also a free Catapult model (and other Mechs) available from Pawel Czarneky @ http://www.mechforce...eshsheet_is.php
Adridos, on 18 January 2012 - 04:36 AM, said:
If you look on the first page, Grafix tried it, saw the number of faces and gave up. Too nice to be painted in assault way.

Just give me some time to fix that.
#34
Posted 18 January 2012 - 06:32 PM
The models are rigged, it would be a shame to put such quality to waste on the ends of making a low-poly.
Edited by Applejack, 18 January 2012 - 06:33 PM.
#35
Posted 20 January 2012 - 10:20 AM
Particularly for animation. They really need animators.
#36
Posted 23 January 2012 - 07:42 AM
#37
Posted 23 January 2012 - 12:50 PM
and congrats on your works. It's far more than I have patience for.
I do think that you should strive for more mechanical animations in which there is minimal movement of the torso, so as to logically connect a 'Mech with the words "stable firing platform".
On the meshes/textures/colors, I find Gunmetal works best.
I also see many animators undervalue the quality of an amimation set in which there is absolutely no clipping. I understand that completely removing all clipping is impossible (as sometime's it's just "there"), but it should be kept to an absolute visual minimum. Like with the feet in that cycle, they should not move unless the animation dictates that they move in order to move up/down a slanted surface (kinematics, I think).
As a base standard for critique, the Shawk walk cycle is fairly well-off.
Edited by Applejack, 23 January 2012 - 12:53 PM.
#38
Posted 23 January 2012 - 02:10 PM
Punk[KMSD], on 17 January 2012 - 02:50 PM, said:
Applejack, on 23 January 2012 - 12:50 PM, said:
There are many references in the novels about switching back and forth between non-combat and combat modes. There's also a reference to the Shadow Hawk specifically where its autocannon doesn't point forward unless it's in combat mode. At other times, the AC barrel is pointing at the sky.
What I'd actually like to see is the model animated like it is already, but with the arms swinging like ours do when we walk. That's the way it would be in non-combat mode.
Then when it's in combat, the pilot flips a switch and the autocannon and right arm would switch into auto-stabilized combat mode pointing forward for firing. The left arm would still swing for balance, and the rest of the movement would stay the same, but the servos controlling the AC and right arm would compensate for any movement automatically. The launchers wouldn't need to be auto-stabilized, as their movement is minimal.
Edited by Durant Carlyle, 23 January 2012 - 02:25 PM.
#39
Posted 25 January 2012 - 05:33 AM
Applejack, on 23 January 2012 - 12:50 PM, said:
and congrats on your works. It's far more than I have patience for.
I do think that you should strive for more mechanical animations in which there is minimal movement of the torso, so as to logically connect a 'Mech with the words "stable firing platform".
On the meshes/textures/colors, I find Gunmetal works best.
I also see many animators undervalue the quality of an amimation set in which there is absolutely no clipping. I understand that completely removing all clipping is impossible (as sometime's it's just "there"), but it should be kept to an absolute visual minimum. Like with the feet in that cycle, they should not move unless the animation dictates that they move in order to move up/down a slanted surface (kinematics, I think).
As a base standard for critique, the Shawk walk cycle is fairly well-off.
Keep in mind, animation is all about exaggeration. If you don't then the eye may not pick up the movement. As far as clipping, thats more in the building of the model. Gray stated he never really intended that thing to dance, so when building it he didn't over think the joints and just made them look correct.
And this is what happeneds if you are super OCD and must make everything work "for real";

Well, except the feet...got lazy/bored.
#40
Posted 25 January 2012 - 06:43 AM
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