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Fat Panda - Mech

spahr
polycounter lvl 8
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spahr polycounter lvl 8
Hey everyone, been trying to keep up with my portfolio lately, and just recently found myself in the 'looking for employment' category, so its giving me some much needed time to spruce up my site.

So while I have another Cryengine scene in WIP, do not fret, I have no forgotten about it. My plan is to try some DDO texturing, and I want to line up 2 projects to be able to use DDO within the trial period.

So onto this FAT PANDA made by Robert Simons, I was really inspired by Tor Fricks mech done on DDO and wanted to try my hand in that technique. So here is the concept so you can all gawk at it.

01p.jpg

And here is my progress. I have blocked out the front legs, and main body. Fleshed out the details more on the leg first. I wanted to try using crease tool for the sub D modeling, rather than the regular method ive constantly used thats add edge loops like a mad man.

But crease can give you very wonky results in some cases. To combat this, I have done a mix of edge loops and crease, and I will also take the models into Zbrush after and clean any unwanted areas, along with adding any of those extra details like seams and bolts which are much easier to sculpt.

Im having a tricky time dealing with the body right now, and it feels a bit off, this is why I call on polycount to help my brain refocus. So heres shots of the progress...

screen5xk.jpg
screen4sx.jpg
screen3wg.jpg
screen2jx.jpg

So far its been a blast just nerding out on details, and I am getting a much needed break from making Unity 3D poly/res art.

As for the technique i was mentioning with the crease tool(found under proxy>crease) it works great for working in sub d, while still working with a low poly. Any tweaks needed are just a few vert pushes away, rather than dealing with dozens of edge loops needing realignment. Here are two examples of how i crease(thicker edges in wireframe mode) on a low poly, and just sub dividing it is perfect.

screen1xvt.jpg

This is an example of using a combination with edge loops. I was finding the larger organic shape was warping too much. And when I sub divide it, it was just adding tesselation to a warped surface. So simply adding a few edges, it tightened up the fall off of my creased edges, not straining the curvature. And when sub dividing it, i was left with a much nicer result.

screen6t.jpg

But see how this piece has the ugly normal bleeding on the inside. I have to bring this into Zbrush anyways to hollow out areas for bolts and other details, so I plan to smooth that out a bit.

So if you want to see more stuff, or have any crits, id love to hear it. And I have to finish off my contract at work, but in 2 weeks time, I will be 100% folio focused so expect lots of updates on this and the cryEngine scene.


-Spahr

Replies

  • thepapercut
    I really love the overall design of the mech itself. Great job, and can't wait to see more!
  • spahr
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    spahr polycounter lvl 8
    UPDATE: Mostly just plugged away at the body. I need to tweak its width, its just not lining up proportionately like the concept. It still needs a few necessary adjustments, and to add a bit more 'fill' as far as mechanical parts that feel a little thin. If get all that done, along with adding some details in Zbrush, by the weekend. Then on to low poly + UVs.


    screen7e.jpg
  • warxsnake
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    warxsnake polycounter lvl 8
    Very cool! Great, clean work.
  • spahr
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    spahr polycounter lvl 8
    Update:

    Called it quits with the high poly, began baking it down to low poly. WOW, the low poly UVs were not fun haha(was able to listen to just about the entire Springsteen discography). Right now I'm in the midst of cleaning up some artifacts in my bakes. And I threw together a quick test in cryengine to make sure every things on track and to provide a pretty picture for polycount.

    fatPanda_Cryengine.jpg?format=1000w

    fatPanda_flatDiffuse.jpg?format=1000w

    fatPanda_breakdown.jpg?format=1000w


    Ill post some textures maybe later today once I've cleaned them up. Again, if you see anything you hate, think I screwed up on, or would like to see, I'm all ears.
  • e-freak
    looks good already. i guess the materials (esp the glass) could use soe tweaking in the engine though :)
  • spectre1130
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    spectre1130 polycounter lvl 6
    Do you use Maya for your modeling tool?? I've never heard of crease before. Anyhow, so far so good. I am still hopeless at High to Low poly work. I can't figure out what to model and what not to. And how to get my LP to match up with my HP. Good work!
  • spahr
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    spahr polycounter lvl 8
    Yup, I use Maya. Crease, from what I understand allows for more control of the curvature of the sub D model. Higher the crease, the more it will retain its original shape. It isn't perfect however, but it does give some wiggle room on your model by now forcing yourself to tessellate the crap out of edges to maintain a hard edge.
  • spahr
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    spahr polycounter lvl 8
    Ok, so I was able to get something close to finished. nDO and dDo are super duper fun. Next time around I would like to go a bit more under the hood. Their presets were nice, but a bit limiting. But if I had to do another scratch pass on another mech.... for that alone, dDo is my best friend.

    I worked with Substance Designer a lot, and its node based material set ups were really nice, I guess ill have to see if dDo has anything similar where I can create my own presets and SHARE!

    Anyways, here is my stuff. I threw it in Cry engine and liked the results, but then I thought, since I have all this free time without a job, maybe ill try out that ol' Marmoset all the kids are raving about now a days...again, really blown away at how easy tools are making things these days. I CAN FOCUS ON ART! rather than methods and techniques to cut corners!


    So here are some screen shots...again, still up for iterations, but I need to move on for now.

    fatpandascreenie3.jpg

    Obviously with dDo in my corner, I wanted to push the grunge. Im happy with the results, but will most likely come back to it in a bit.

    fat%20Panda%20Wireframe.jpg?format=1000w

    Wires

    fat%20Panda%20Textures.jpg?format=1000w
  • TheGoozah
  • Cav73
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    Cav73 polycounter lvl 11
    Mmmmmmm yummy machine porn.
  • spahr
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    spahr polycounter lvl 8
    Ok, tweaked with the textures and shaders a lot more. Much better result I feel.

    fatpandarender.jpg

    fatpandaambience1.jpg

    fatpandaambience2.jpg
  • _DeadPixel_
    This is awesome! *Covers pants*
    Looks really clean to me though, you could maybe add some...lube...to the joints of it? Get some nice grease action up in that bad boy.

    Kinda like this but without all the bits in it.

    grease-uww-greasezerk_10831241.jpg

    Nice work! :)
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