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created [UDK] Abandoned robot factory
on 12-09-2011 09:00 AM
Hey guys,
Long time lurker of this forum but this is my first time posting up any work (a little nervous!).
This is the first fully textured environment I've built so there's been something of a -massive- learning curve for me. I'm hoping to get some feedback here so I can continue to learn more and push the environment to higher level of finish
The concept itself was based on a painting I did a few months back, though I developed the environment a fair bit from the original painting.
I'm not sure of the best way to texture the robot as it's so large. I'm thinking this method might be my best option.
Still a lot of work to go but all feedback is welcome!
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, vertex,
28 Posts,
Join Date Oct 2011,
Location England, West Midlands
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love the concept! good progress so far!
(ノ ̄∀ ̄)ノオオォォ
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, spline,
227 Posts,
Join Date Aug 2006,
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Stumbled upon your original concept before  Look forward to seeing how this turns out!
imyj
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, spline,
205 Posts,
Join Date Aug 2010,
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Ahh that concept is awesome! looking forward to seeing it in udk. 
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, triangle,
370 Posts,
Join Date Feb 2011,
Location Ohio
, vertex,
28 Posts,
Join Date Oct 2011,
Location England, West Midlands
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Oh! forgot to mention, the white parts of the body will eventually have a reflective material applied in UDK.
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, vertex,
28 Posts,
Join Date Oct 2011,
Location England, West Midlands
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Looking good! I like it. huge rubber bands... 
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, triangle,
349 Posts,
Join Date Jan 2010,
Location Romania
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It seems like you've changed the robot quite a bit from the concept, personally I think the shapes in the original have more personality with the weird Vader helmet shaped body and beefier looking legs.
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, line,
56 Posts,
Join Date Feb 2008,
Location San Francisco, CA
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SsSandu_C: Thanks man
RobStites: My thinking behind the design of the robot was that I wanted something that appeared quite 'low-tech' as if was just metal sheets riveted together.
Update on the bunny bot. Not sure if I'm going to stick with the orange paint, I'll wait and see what it's like in the level before I start tinkering with it.

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, vertex,
28 Posts,
Join Date Oct 2011,
Location England, West Midlands
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Wow, that robot is... just... so... massive...
Can imagine this being a rediculous boss fight in an equally rediculous Conker's Bad Fur Day-type game. Also; the grassy tufts in that fourth screenshot seem to be glowing, is that meant to be happening?
Loving it so far.
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, spline,
189 Posts,
Join Date Nov 2011,
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I actually prefer the robot from the concept piece. If you look at it long enough, you too will start to see darth vadar -or at least his stretched helmet.
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, polygon,
539 Posts,
Join Date May 2010,
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Agreed. The concept robot has much more interesting shapes. Actually, the face of it looks nicer too, and the rubber bands and bandaids don't make any sense. Besides, the current version still doesn't look pieced together on the streets.
So in general I'd say - stick to your concept.
Geospheres rule, regular spheres drool!
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, card carrying polycounter,
2,253 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
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Love the texture work on the robot
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, null,
19 Posts,
Join Date Dec 2011,
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KartoonHead: Thanks man! I haven't done much work on the grass yet, hence why it's glowing.
re.wind, Snader: Thanks for the feedback guys, I agree that the original shape has a lot more character to it.
johnnybrach: Thanks
Re-built the body of the robot and gave it a new lick of paint, I think this is a definite improvement over the previous version.

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, vertex,
28 Posts,
Join Date Oct 2011,
Location England, West Midlands
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looking good : ) maybe thicken the legs and add armoured plate to the joints
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, spline,
122 Posts,
Join Date Feb 2011,
Location england
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Absolutely love the new version, great texture too (good balance of high/low frequency detail). The rust looks a little too saturated to my eyes but I could be wrong. Also I think an emissive map making the red bulbs on the leg joints glow might be a cool thing to try out.
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, spline,
189 Posts,
Join Date Nov 2011,
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Your original version was better for the robot. The design was strong and the forms bold. It gave the presence of a huge heavy strong character.
Now, it looks weird. The legs are skinny compared to its upper bulk and looks super flimsy. The colors are to saturated and everything is screaming for attention. You put a lot of red "dots" and its creating a lot of buzz.
The face on the robot doesn't have that ironic cuteness as the new face does and is kinda boring.
Again, I love your concept. stick to it.
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, polycounter,
1,131 Posts,
Join Date Feb 2008,
Location bAston, MA
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Add some subtle variations in your metal's diffuse. It feels too flat. Also the metal scratches feel really weird.
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, polycounter,
780 Posts,
Join Date Oct 2008,
Location Berkeley, CA
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Agreed, Stick to the concept, the one you have ATM looks real noisy and i don't know what to look at.
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, card carrying polycounter,
2,249 Posts,
Join Date Jul 2009,
Location Irvine, CA.
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Thanks for the feedback guys  . After getting the robot into UDK I realised it was way, way too noisy and wasn't working in the scene at all. I hadn't taken the time to step back to make sure all elements of the design were working which was rather foolish.
I decided to start over and build something more faithful to the original design. I added curved armour plates to the legs to give the whole design a more organic feel and to bulk out the legs to make them feel more powerful. I'll add smaller details such as panel lines and rivets later on in Photoshop.
Any feedback before I move onto the low poly is welcome.

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, vertex,
28 Posts,
Join Date Oct 2011,
Location England, West Midlands
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Now we're talking! Really like the new designs for the legs, you made a good decision of going back to the design...I think.
One thing that I would like to see is a change with the exhaust/chimney...In the concept they are really present and they add a lot of character to the machine and it fits really well with the character painted on the front. Cause right now it's very small and placed right in the middle and in your previous versions they were just placed symmetrically on each sides...I think you should follow the ones in the concept a bit more, but maybe make them more..."raw"? Exhaust with the plates with holes...like those maybe? just an opinion ;)

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, spline,
148 Posts,
Join Date Nov 2011,
Location Québec,Canada
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It's looking pretty cool.
But the cigar in his mouth could be pushed more.
I think you should have some kind of pipe/vent sticking out of his mouth and painted like a cigar. Maybe have smoke coming out of it.
Great at starting projects...
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, polycounter,
1,101 Posts,
Join Date Jun 2007,
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theslingshot: Ah that's a good point, hopefully the new exhausts are a little better.
Baddcog: Thanks dude. I'll keep that idea in mind.
I decided to go the Zbrush route and rough this guy up a little (it is a war machine after all). I haven't done much work in Zbrush like this so this type of sculpting is new to me. Hopefully I've conveyed the idea the this robot has seen a fair few battles.

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, vertex,
28 Posts,
Join Date Oct 2011,
Location England, West Midlands
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Almost done with this I think, just need to rough up a few more areas and add some welding seams.

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, vertex,
28 Posts,
Join Date Oct 2011,
Location England, West Midlands
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i'd interpret the face as being part of it and not a decal. as it looks shaded and protruding.
however its good that you've re-rebuilt it, as it now looks LOADS better! well done!
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, triangle,
255 Posts,
Join Date Aug 2009,
Location North East England
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