Arm Hammer Test - Page 3

Arm Hammer Test

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Stealth870
Posts: 166
Joined: 13 Sep 2004, 00:25

Re: Arm Hammer Test

Post by Stealth870 »

Image

How long should the inner 2nd barrel be? Don't know if this is currently good, or maybe shorten down the main barrel so that the inner one is visible through most of that front opening in the covers.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Arm Hammer Test

Post by Argh »

I'd shorten the bigger one until it was nearly at the place where the covers' pin is, so that you can get a good long recoil out of it (remember, this guy's tiny on-screen, so small movements won't very easy to see).

And make the smaller one slightly larger in diameter- it'll be Ok, and shouldn't z-fight, unless it's extremely close, and it'd look better. Overall, that really looks like a winner to me, it'll be really nice and full of character when skinned / animated :-)
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Stealth870
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Joined: 13 Sep 2004, 00:25

Re: Arm Hammer Test

Post by Stealth870 »

Ok, cool. I got this thing unwrapped and I guess will be stuck swapping back and forth finding out which pieces goes where. :P Is there an easier way to do this? It doesn't seem the separate objects' faces are being grouped together on this texture. :?

In Wings I combined everything, right click UVmap -> Direct. Then selected everything except the bottom edges (on the foot), Continue - Unwrap, and I got my external 512x512 texture PNG.
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Argh
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Re: Arm Hammer Test

Post by Argh »

I think Rattle's going to be your best bet on that- my process is completely different, as all I do is get it unwrapped and set it all up for mirroring, and do the final layout in UVMapper Pro.

I'd be happy to take a look at it, though, and unwrap it by object like I'm used to, though.
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Stealth870
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Re: Arm Hammer Test

Post by Stealth870 »

Ok, well here is the "final" version I guess, if anyone wants to look at it. I'm downloading a UV video recommended by Flozi, and also try to figure this out myself.
stealth_hammer.zip
OBJ and .Wings
Now with barrel flap screws! ;P
(82.66 KiB) Downloaded 20 times
Last edited by Stealth870 on 12 Jun 2008, 03:40, edited 1 time in total.
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smoth
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Re: Arm Hammer Test

Post by smoth »

I wish you added back the "screws" on the gun covers
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Stealth870
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Joined: 13 Sep 2004, 00:25

Re: Arm Hammer Test

Post by Stealth870 »

smoth wrote:I wish you added back the "screws" on the gun covers
Huh? Didn't you say to take them off? :P
the tank clasps on the back can be removed and drawn via textures.
Unless you meant the rings on that "backpack" cylinder. Geez, I need to learn more of these robot/tank part terminologies -_- I'll re-add them. (Edit Above)
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Argh
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Re: Arm Hammer Test

Post by Argh »

I downloaded the model, screwed around with it a bit:

Image
Image
Image
Image
Image

As you can see, it's no longer the same design, not really. I started with just minor edits, and ended up changing quite a lot, mainly to satisfy myself about visual balance and other issues.

Sorry in advance, if this was offensive in any way, it's just screwing around on my part, not meant to imply that I didn't like the design as it was.
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: Arm Hammer Test

Post by MR.D »

Besides the little anchors on the feet, I'd say that is pretty much the bomb right there Argh.

If the cannons were moved a little more forward, I think the recoil vs balance of weight would be just about right too.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Arm Hammer Test

Post by Warlord Zsinj »

I also like that Argh.

A few crits:

- I agree, the anchors look weird, probably drop them.

- I like the way the top cover folds up, but imo, the bottom cover looks strange moving 'down'. It ruins the nice lines of the weapon. What if the top cover slid up, but instead of moving the bottom cover down, only the 'cap' slides or folds down?

- I think the legs are a little a-directional; I think they should have a more clear geometric emphasis on 'front' vs 'back'.
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Elkvis
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Joined: 03 Nov 2006, 05:18

Re: Arm Hammer Test

Post by Elkvis »

anchors are on the wrong side of the foot.

a drag/hook style anchor like that would need to be on the toe
Last edited by Elkvis on 12 Jun 2008, 14:48, edited 1 time in total.
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Stealth870
Posts: 166
Joined: 13 Sep 2004, 00:25

Re: Arm Hammer Test

Post by Stealth870 »

No prob Argh, nice modification there. Only thing I personally don't like are the back heel claw things, and that I think the Hammer should be a shorter, stubby K-bot. :lol: Otherwise it looks cool.
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smoth
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Re: Arm Hammer Test

Post by smoth »

I hate the shins
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Gota
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Re: Arm Hammer Test

Post by Gota »

Any chace You ca alter the legs to look a bit more complicated?
There look very simple from the side.
Maybe make like semi visible joints.
reivanen
Posts: 180
Joined: 12 Feb 2008, 15:52

Re: Arm Hammer Test

Post by reivanen »

Warlord Zsinj wrote:I also like that Argh.

A few crits:

- I agree, the anchors look weird, probably drop them.

- I like the way the top cover folds up, but imo, the bottom cover looks strange moving 'down'. It ruins the nice lines of the weapon. What if the top cover slid up, but instead of moving the bottom cover down, only the 'cap' slides or folds down?

- I think the legs are a little a-directional; I think they should have a more clear geometric emphasis on 'front' vs 'back'.
+1 That pretty much sums it up.
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rattle
Damned Developer
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Re: Arm Hammer Test

Post by rattle »

Still don't like the guns...
Image
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Gota
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Re: Arm Hammer Test

Post by Gota »

Maybe make units that follow a certain style? instead of everyine just doing whatever they want...?
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rattle
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Re: Arm Hammer Test

Post by rattle »

If you provide the concept art for that, sure
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Stealth870
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Joined: 13 Sep 2004, 00:25

Re: Arm Hammer Test

Post by Stealth870 »

Gota wrote:Maybe make units that follow a certain style? instead of everyine just doing whatever they want...?
For me, it would be upgraded Cavedog style. :P
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Arm Hammer Test

Post by Gota »

Well Mr.d has a sty;e he follows
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