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View Full Version : Terran Mech for SOE sponsored class


Fink
05-12-2010, 07:52 PM
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SasoDuck
05-12-2010, 08:00 PM
I think overall it's pretty good so far, although without a reference to what you're trying to duplicate, it's hard to say.

Fink
05-12-2010, 08:51 PM
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Fink
05-12-2010, 09:08 PM
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SasoDuck
05-12-2010, 09:11 PM
Well, compared to the in-game graphics I'd say you're doing pretty good. I'm assuming you'll be adding the guns, unless you're going for a civilian-use permutation.

ZacD
05-12-2010, 09:14 PM
Awesome concept, but the overall shape and silloute of your model barely matches the concept.

Your model has huge hips, tiny shoulders.
The concept has tiny hips, broad shoulders.

Why didn't you put a guys head in there?

Fink
05-12-2010, 11:18 PM
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Joao Sapiro
05-13-2010, 02:54 AM
i would definately stick with the concept, thats a very valuable skill to have.

doeseph
05-13-2010, 03:10 AM
The model looks very different from the concept. That's unfortunate because the concept is very good and translates the Terran Republics style very well. And despite your model being 17k tris, it feels low poly. Believe it or not when I first saw the model I thought it was done for an RTS. That could have a lot to do with your texture which isn't helping much in my opinion, looks too rusted and a bit boring because of it, nothing really "pops" right now.

I'm a huge Planet Side fan though, so just knowing that concept art exists for PS2 gets me all excited.

wester
05-13-2010, 08:52 AM
Who did that concept do you know?

and yeah, like everyone's saying. Being able to truly represent a concept with out having to deviate from it so much is a great skill to have. Companies really appreciate that kind of skill

Chclve
05-13-2010, 09:50 AM
As many others have said, try coming closer to the concept. Also your texture looks bland an low res. It feels like everything have the same color and saturation.

Der Hollander
05-13-2010, 04:51 PM
Fink, the one big thing I'm noticing that I don't think has been said explicitly is I think you should beef up the backpack/shoulder girdle area and the triceps. I would also consider making things a bit more rounded as per the conceptual drawing. I saw this concept about a week ago at a certain Belgian's pad, and I don't envy you modeling this. The concept is pretty hard to decipher what goes where exactly, and an exploded view of the drawing would go miles to making the design easier to read.

Beyond that, you're putting out good work, so keep hacking at it.

Jackablade
05-13-2010, 05:19 PM
In addition to what others have said, I'd suggest putting some of the paint back on the surface of the armour. It doesn't look so much beaten up as almost entirely stripped, ready for a new paintjob.