

Timberwolf Mki And Mad Dog Prime
#21
Posted 22 August 2012 - 03:57 PM
#22
Posted 22 August 2012 - 04:01 PM
I just wish the TRO Madcat had arms that looked like they could actually contain myomer bundles in them. That always bugs me about some of the Clan Omnis. Even the resculpt is kind of gangly-armed.
#23
Posted 22 August 2012 - 04:05 PM
#24
Posted 22 August 2012 - 04:10 PM
#25
Posted 23 August 2012 - 03:49 AM
#26
Posted 23 August 2012 - 04:38 AM
#27
Posted 23 August 2012 - 02:45 PM
Greyrook, on 22 August 2012 - 03:57 PM, said:
You and me both!
TG Xarbala, on 22 August 2012 - 04:01 PM, said:
I just wish the TRO Madcat had arms that looked like they could actually contain myomer bundles in them. That always bugs me about some of the Clan Omnis. Even the resculpt is kind of gangly-armed.
Even most of the technical diagrams don't seem to show any myomer in the original Clan Omnimechs. Look at the "Visible Vulture" drawing in the first print of TRO3050. Lotsa guts, but no metal muscle!
Ryven Kael, on 22 August 2012 - 04:05 PM, said:
Come to think if it, I don't know if anyone's modeled the Ryoken/Storm Crow outside of a videogame setting.
xChaoSx, on 22 August 2012 - 04:10 PM, said:
MarauderDeuce, on 23 August 2012 - 03:49 AM, said:
William Chase Davion, on 23 August 2012 - 04:38 AM, said:
Thanks guys!
I have an idea what I want to do with the legs. Especially how I plan to do the knee joint. The actual look on the other hand I need to work out still. But in the meantime, I made the lower torso. Or turn table? Not sure what to call this part. It's supposedly where the hip actuators and gyro are located.
Small update today. First the blocked out shape:

Then the details.

#28
Posted 23 August 2012 - 09:43 PM
#29
Posted 24 August 2012 - 06:22 AM

The level of detail on this is just astonishing. I want to know how you're able to put so much detailing into the mesh so fast, but at the same time I don't want to spoil the magic.
#30
Posted 24 August 2012 - 08:17 AM
CaveMan, on 24 August 2012 - 06:22 AM, said:
I too am getting more and more interested in your modeling techniques. How do you approach the detailing process and which techniques do you use?
#31
Posted 24 August 2012 - 01:27 PM
This is a pretty basic bit of object manipulation. I usually start with a cube, and using the Bevel, Extrude, and Slice tools, I'll turn a cube into a nurnie (or greeble, kibble, whatever you want to call it).
As I said, I start with a Cube:

Then I round the corners. Using the Bevel tool, I set the angle to 90 degrees. That makes the bevel flush with that side of the cube. Next I use Extrude and using a negative number (-0.5), I can make an indent.

Next I selected two more sides. Using Extrude again with a positive number (0.05) I make what appears to be plates.

Repeat what I did in step 2 and 3:

Selecting that interior side. I used the slice tool. Then extrude to make this rounded plate. I just moved it up to to make it easier to work on.

Copied the first block and shrank it.

Made another cube with the dimensions 0.025, 0.2, 0.45 and copied it a number of times. Then fit those into the shrunken modified cube. This looks sort of like a vent or grill.

Glued the pieces together and copied it.

Made a cylinder (32 edges, 2x2m) and shrunk the top side to 1.5m. Then selected every-other-face. Used bevel on those faces at 45 degrees and 0.01 height.

Added the angled, ridged cylinder to the plate, shrank it, and fit the three pieces into the hole I made earlier. Then made a cylinder with 8 sides (to look like a hex nut). I also dropped the plate with rounded corners onto the top of the modified cube and added a bevel (45 deg, 0.01 height) to take off the sharp edge.

Shrank the hexagon and place it at the corner of the top plate.

Then copied the hex and placed them at opposite corners. This will give the illusion of bolts holding the plate in place.

Now the final render using basic white lighting and Ambient Occlusion for shadows.

Edited by HanaYuriko, 24 August 2012 - 01:31 PM.
#32
Posted 24 August 2012 - 01:47 PM
To save a lot of time, I have a collection of greebles to add to my models as surface details. I'll also reuse parts from older models to enhance newer builds.
Also, to expand on "Three Levels of Detail" It's basically layering detail on top of detail. You have a basic surface (level 1). Then you add plates, bevels, or indents (Level 2). Then on top of that, you add in another layer of detail. Pipes, bolts, hatches, vents, or whatever. But the trick is to make the parts you add look functional. As if they BELONG there. Not just slap on anything to fill space. You'll end up with a cluttered, messy look with parts that don't make sense.
Edited by HanaYuriko, 24 August 2012 - 01:54 PM.
#33
Posted 24 August 2012 - 03:50 PM
#34
Posted 24 August 2012 - 03:54 PM
I've always loved the timber wolf/mad cat, and you've made them really clean and precise looking.
Well done!!!!
#35
Posted 28 August 2012 - 02:20 PM



#36
Posted 28 August 2012 - 06:36 PM
#37
Posted 28 August 2012 - 06:40 PM
#38
Posted 28 August 2012 - 11:21 PM
CaveMan, on 28 August 2012 - 06:36 PM, said:
I was thinking the same thing but figured it wasn't my place to mention it. It looks awesome thus far.
#39
Posted 29 August 2012 - 01:57 AM

#40
Posted 29 August 2012 - 03:05 AM
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