Hi,
Here is my submission for the category "Mech Art".
This render was created mostly using blender.
I've tried to create a science fiction feeling, whilst also having it be relatable to Earth.
The model of the Thanatos took a while to get right and proportion correctly, overall It took about 6-7 days to get it modelled, textured and rigged. This is the THS-4T- which has an MRM20, 4 Med Pulse lasers and an LB20-X AC.
There's not much detail to the rear of the Mech since it is not visible in the final render.
Here is an image of the skeleton:
For the texturing, the mech was UV unwrapped, then inside blender painted solid colours directly onto the UV map- in this case red, blue & white (Which is where the respective colours would go for the Davion camo scheme) dark brown (for the non- camo parts) and lime green for where the rust dents would go. I then assigned textures to each of these colours using GIMP. A few passes of this were done, adding more details each time.
Below are examples of the UV maps, and a Davion logo made in gimp for the legs and L/R torso:
A fairly basic node setup is used for the Thanatos- but it gets the job done.
Here are some renders of the Thanatos:
The next model was meant to be a Korvin Tank- ended up looking very little like it
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Looking at some of the older pictures of it I did not like the look of it, so decided to base it on a couple of real tanks, most notably the M3 Bradley inspired body and elements of the Challenger Mk2 in the turret- however this is less noticeable. Its supposed to carry a Large Laser, LRM10 and 5 MGs, but I wanted to make a tank that would look better when shooting- so decided to replace the Large laser with an AC of some kind and also gave it two LRM10 Launchers by mistake... Ooops! So its pretty much not a Korvin anymore.
The techniques used on the Thanatos were used to texture this model, here is the finished UV map:
And some renders of the Tank:
Also made a model of some sort of APC, but this is not really that visible in the final render. There's crushed version of it under the Thanatos foot- but it is barely visible because of the foliage. The destroyed version has just one texture applied as there is no point in doing a proper UV map paint as it would waste time for something that you cant really see.
The terrain is basically just a subdivided plane with a displacement map applied. For the grass, particle systems were used, and weight painted the area in which the grass is to appear.
After getting the basic ground done, the scene got built up- adding a cliff, trees and more foliage.
The background mountains were made in a similar way. The proportional editing tool was used to get the sharp looking rocks.
The effects of the fire coming out of the destroyed tank and tank gun were made with smoke emitters.
The sparks coming off the Mech was made using an emission particle system, then assigning it to render a basic object which would look like sparks when motion blur is applied. Due to the sheer amount of particles,the spark models as low poly as possible, but it doesn't really matter as they are motion blurred anyway.
When the scene rendered the compositor was used to add some effects such as glow and to fine tune the colour balance, then a little editing inside of gimp.
Overall this took just over two weeks of work.
Edit:
Did not put the final render up
Edited by Joe3142, 04 September 2015 - 03:11 AM.