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Bishops Urbanmech 3D Model Wip (U/d 08 March)

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#41 Bishop Steiner

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Posted 31 January 2015 - 09:23 PM

AWESOME!

#42 Iqfish

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Posted 01 February 2015 - 02:10 PM

You know you reached a new level of cool if you pilot an Urbanmech in a suit.

Great work!

#43 Joe3142

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Posted 08 February 2015 - 04:26 PM

Made uv maps for the main shell of the cockpit, time to start texturing soon!

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#44 Bishop Steiner

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Posted 08 February 2015 - 05:44 PM

View PostJoe3142, on 08 February 2015 - 04:26 PM, said:

Made uv maps for the main shell of the cockpit, time to start texturing soon!

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:o

Brain...... hurts-

#45 Heffay

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Posted 09 February 2015 - 06:22 AM

View PostBishop Steiner, on 08 February 2015 - 05:44 PM, said:

:o

Brain...... hurts-


UV Unwrapping is sorcery. Heck, that one is actually pretty spaced out and understandable. A lot of times you can take multiple similar items and stack them on top of each other as well. It's crazy how much you can stick in a 1024x1024 texture map.

#46 Lily from animove

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Posted 09 February 2015 - 06:31 AM

View PostJoe3142, on 31 January 2015 - 04:15 PM, said:

Started doing some work on this again. I have started to add more detail to the cockpit.


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looks amazing,
but the window behind he hydraulics looks a bit nonsensical, because the pilot would not be able to see that window at all, so why adding a weakpoint there by putting a window there?
And not sure about those rear windows, they maybe too, depends on how easily a pilot can turnn his head in that pilot seat.

Edited by Lily from animove, 09 February 2015 - 06:33 AM.


#47 Bishop Steiner

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Posted 09 February 2015 - 07:49 AM

View PostLily from animove, on 09 February 2015 - 06:31 AM, said:


looks amazing,
but the window behind he hydraulics looks a bit nonsensical, because the pilot would not be able to see that window at all, so why adding a weakpoint there by putting a window there?
And not sure about those rear windows, they maybe too, depends on how easily a pilot can turnn his head in that pilot seat.

traditionally urbanmechs are ringed with viewports. Since cockpit material is heavily armored in Btech not as big a weakness as it may seem, in it's roll. People are not likely to show up on radar, so being able to visually scan in congested urban areas is considered a worthwhile tradeoff. Also, directly behind the pilot is the entry hatch, not a window.

#48 Joe3142

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Posted 12 February 2015 - 04:35 PM

Well, got some work done on that UV map, and have made another for some of the buttons. Still got a fair amount of work to do though, there are some UV errors, but they will be easy enough to fix. Once the textures are all set up properly (Normal Maps, Specular maps etc) I will set up a better lighting system, however the one at the moment does the job.

I've removed the seat and pilot from this render just to get a better view of the cockpit.

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This is the cockpit UV map (Resized to 1024 from 4096)
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Buttons UV Map, bit of a mess but it does the job :P


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Edited by Joe3142, 12 February 2015 - 04:44 PM.


#49 Bishop Steiner

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Posted 12 February 2015 - 09:06 PM

freaking astounding man.

I'm pretty dang honored you are putting this much work into the Dawg.

#50 Joe3142

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Posted 15 February 2015 - 03:55 PM

Been having a play around with the volumetric lighting with blender cycles. I have never used this before, so the results are quite rough. I think If I can get this working the correct way, and learn how to properly set it up, there could be some pretty realistic looking results. The problem is that its taken around 3:30 hours to render just this single image, which probably has something to do with my outdated hardware...
One thing that really bugs me, is that near the top of the image their is a massive amount of noise. I think it has something to do with the cockpit lights, and the only solution I can think of is to up the samples, but my render time is already high enough.
If anyone has any ideas on how to solve this, please let me know :D
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For showing the work that I have been doing, I will just stick to using simple renders for the time being, since these are much quicker to render and only take a fraction of the time. Once the textures are completed, I will try and do some pretty renders of the mech using the volumetric lighting.
I have made more UV maps, textured them etc...
I've also created normal maps and specular maps for each of the UV maps.

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#51 Joe3142

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Posted 07 March 2015 - 05:51 PM

I've textured the left arm. This took a long time, not just to texture, but also to set up the material shaders in cycles. Some of the shaders still need some work done on them. I have also set up a new lighting system. Will probably texture the centre torso next.

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UV Map
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#52 Bishop Steiner

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Posted 07 March 2015 - 08:53 PM

oh wow brother.... words do not express. That is absolutely fantastic!!!! :o

#53 AkoolPopTart

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Posted 14 March 2015 - 06:57 AM

Most impressive good sir. Most impressive indeed!

The cockpit is freaking sick too

Edited by AkoolPopTart, 14 March 2015 - 07:06 AM.


#54 Bishop Steiner

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Posted 14 March 2015 - 07:05 AM

only thing I would note on the gatling gun... the shell casings should be smaller. The breach needs to be able to eject a live shell, with the bullet still in it, and the cartridges shown fill the entire breech without having a bullet in them.





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