Nice work! Do you have some Tutorials/Guides to Share with us, e.g. like this One? -> https://www.cordinc.com/blender/tutorials/mech/1_model/
I don't think that tutorial would do anyone any good, no offense to the author. *Old version of blender *None-manifold edges *Some normals facing the wrong way *Too many polygons in some places I've been following some of the CGCookie courses, the ones in the archive section are free (you just need a free account) https://cgcookie.com/archive/ I've been thinking of getting a subscription so i can do the Sci-fi helmet course. https://cgcookie.com/course/modeling-a-sci-fi-helmet/
@Blagg Zear Unfortunately no, my previous experience is with 3DSMax, most of the work I've posted is me trying to learn the ins and outs of blender... Once I'm a bit more comfortable with it though I may post a few... though there are tons of good ones out there... My favorite ones are from Blender Guru he is the reason I've gotten so far so fast. @germs95 Learning curve is easier if you already have some modeling experience behind your belt
I was inspired when I found the original artwork for the MW4 version of the version I Omni on DeviantArt
Almost finished with the modeling part of the Arctic Wolf II, just a few details left.... and I'm not happy with the feet yet. All in all I am pretty happy with the outcome of it. I'm thinking I might model the inside cockpit also. Test render with ambient occlusion.
I'm not a fan of the look of the Mech in general, but you matched the art pretty much perfectly. I'd love to see an "inside cockpit" view.
I have a few things that deserve criticism in this piece. the angle of the chest seems too flat. It could because of the render, but it makes the angle above the "O" in the chest look flatter than the art. Also, the top of the cockpit should be almost level with the "Shoulders', or the highest square point on the shoulder's pieces, that attach to the missile pods. Lastly, the Toes on the Feet are a bit too wide. Take this feedback as a comparison to the art work and the 3d model. There are other things I could compare, but it seems most of the work needing to be done to match the model to the artwork are fixing the issues in the CT, and the R/L Torso in the front. The thinks I like about the mech are the missile arms, the shoulder missile pods, and the baffles on the back of the mech. The rear view on the mech is excellent!
@The Verge Appreciate the criticism Verge, it's also comforting that you picked out the main things that bothered me with this stage of the modeling. I get about an hour to work on it each work day, and gave myself a goal of two weeks to finish the modeling part... So that gives me one more lunch to finish it... doing the inside cockpit would be a completely different goal. I will definitely be fixing the feet, bugs me the most, and I may play around with the CT, though that might be too problematic to fix in an hour. The cockpit is too squat, but I think I'm claiming creative license with that as I'll end up re doing it when I do the inside anyway. I would be greatly interested in any other observation. I wasn't trying to copy the original drawing completely, as I've got two screenshots from the game that I'm working from, and the pic from sarna, but the drawing I posted was the main influence... Cheers! and thanks again for the critique.
I also brought the chest out and raised the CT up closer too the St missle mounts. Added jump jets fixed all the messy geometry. I'm pretty happy with the results. Next I need to uv unwrap, texture it right it for animation... All things I'm not that great at.
Not sure why some of the above images aren't showing. Oh well, This is a test render using just the stock textures from PGI's files. I've been working on this shader for quite some time trying to squeeze as much realism out of PGI's files as I can.... best I can get with 2k textures I think. Short test animation