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First Post : Sabre Mech


online offworld
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  • Advanced Member

Hey everyone,

First time posting, so... hello :)

here's an old model of mine that I call "The Sabre Mech" that I'm working on for an iOS game I'm developing. I modelled it in Blender, but thanks to 3D-Coat I've been able to give it a massive makeover. Also, I tested baking the high poly details into a normal map on a lower poly mesh then put it on an iPad (via UDK) and it looks *awesome*.

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Hi Tony Nemo,

Do you mean the beast could lash out and throw me down? :)

I wish I could understand better english.

Online Offworld, don't pay to much attention to a silly french joke.

I like your mecha. Reminds me of my childhood ("Droids", don't know if it existed in America though).

Keep on the good work and show us the baked version soon.

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Hi Tony Nemo,

Do you mean the beast could lash out and throw me down? :)

I wish I could understand better english.

Online Offworld, don't pay to much attention to a silly french joke.

I like your mecha. Reminds me of my childhood ("Droids", don't know if it existed in America though).

Keep on the good work and show us the baked version soon.

Whip lash occurs when your head is wipped back and forth as would happen if your vehicle was struck from behind. The panther's forward movement would be jerky and it transmits this to your head.

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Good progress on the neck part.

Do you boolean-substract shapes or is it still a Blender modeling work?

If your aim is to animate the head in the end, the tubes caming out of it

towards the body will be tricky to rig and skin.

Probably not a problem for someone with rigging skills. I wouldn't know

how to proceed...

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Hi Garageape,

Most of the rigging will be rigid, though I'm going to have a go at making those pipes either side of the neck stretchy.

Here's how my retopo is going so far - some of the retopo tools are great, others are horrible - all in all it's a nice looking result so far, but it's been absolutey back breaking to get this far (especially today).

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Hey everyone,

Taking all my blood sweat and tears to keep this moving in between everything else I have to do (I work fulltime and teach two classes on the side).

Here is a small update, I've got the neck mechanics retopo'd and added in the shoulder and hip joints to the main torso low poly mesh...

Next up is the legs, hopefully I'll get these finished today and can start animating this beastie in Blender (fingers crossed).

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Hey everyone,

Got a whole bunch of new pics, pretty happy with how it's starting to look. These are actual screenshots from an iPad of the sabre mech standing next to an example character made with my changeling character system. The high poly sculpt is in excess of 5 million polys, thanks to the brilliant retopo and texture baking in 3D-coat, this model is roughly 9000 polys and still has the same 'look' as the high poly version.

If you are wondering what the silver panel below the handlebars is for, I'm experimenting with ways to try and upgrade this mech from a "sabre class" to a "griffin class" ;)

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Nice work. The retopoed mesh is very clean.

Yes, retopo is sometime hard to handle. Spliting the voxel

and retopo stuff into different layers help building thin parts

that are difficult to reach with the pointer.

On your final screen-shot, I feel that the mecha color scheme

is to close to the ground color. It doesn't help to read the global shape.

But it is probably still WIP, no?

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Awesome little kitty! Nice work on polymesh!

And may be a little detail texture on it like a mix of noises depended from cavity? Wht do u think about it

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