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Posted: 03 Mar 2007, 19:03
by Caradhras
Hi, I updated the model a bit and deleted some unneeded vertices and edges, now 224 triangulated Tris!!
Posted: 03 Mar 2007, 19:38
by rattle
Does it still look like a plant?
I was trying something different now... first time a head. I keep fucking the lips up and proportions in general probably... this is annoying.

Posted: 03 Mar 2007, 20:01
by LathanStanley
rattle, you have some talent, just grow it before you squash it...
do some face studies, plan a model, then tackle it...
the way the lips are generated right now, and the jawline, its gonna be IMPOSSIBLE to make them look right...
all in all, its an improvement though...
nice to see less "geometrically primitive" models

Posted: 03 Mar 2007, 20:41
by rattle
Thanks. Just noticed this went in the wrong thread.
Posted: 03 Mar 2007, 21:13
by KDR_11k
Ewww, that looks ugly...
Use references, preferably a picture in the background. Also watch your edgeflow. I think you should toss it and restart, that flow isn't salvageable.
Caradhras: It's better but still needs improvements. Look for vertices that don't change the form and remove them. E.g. below where the base and pillar connect there are four edges with a vertex in the middle that don't need those and on the dish-pillar connection there are two edges (perfectly horizontal) that contribute absolutely nothing. The 8 sided pillar is probably a bit much as well and you're not leaving any joints for the thing to rotate.
Posted: 03 Mar 2007, 22:13
by rattle
It isn't that bad for a first try without a step by step walkthrough I think, but It's probably better for everyone if I stick wtith boxy objects in the future, though. You haven't seen the head from the side, the guy got at least five tumors.
Posted: 03 Mar 2007, 23:20
by Caradhras
I made it down to 186 Tris ... but the images aren't updated yet.
@rattle:
I know, you'll cure him ^^
Posted: 04 Mar 2007, 04:07
by smoth
NOiZE wrote:Now this cummunity just needs some untaken active talented ppl who can want to texture :)
-fixed.
Posted: 04 Mar 2007, 05:36
by Argh
Heh... for truth ^^
Posted: 04 Mar 2007, 18:25
by rattle

(WIP)
Alright, since NOiZE tried to explain to me for a half an hour that the arms should look like the right one, here it is. I'm a bit slow today... :P. I still prefer the left one.
Opinions?
Posted: 04 Mar 2007, 19:51
by clericvash
Both look AMAZING
Posted: 04 Mar 2007, 21:52
by Masse
i prefer left too and get rid of that arm logo :) very pretty
Posted: 05 Mar 2007, 00:01
by smoth
I like the left one and the head needs some sort of view window so the pilot can see out of the mech.
Posted: 05 Mar 2007, 01:21
by Forboding Angel
Left one, kill the arm logo. It's copyrighted content. THe model is still IP infringing however it's not outright violating copyright unlike the logo.
You guys might wanna come up with new logo's for the arm and core and slap those onto the models.
Posted: 05 Mar 2007, 01:42
by Cabbage
it dosent need a window/cockpit for hte pilot
Posted: 05 Mar 2007, 01:43
by Blah64
Cabbage wrote:it dosent need a window/cockpit for hte pilot
why not, they are battle suits, would they have a camera instead?
Posted: 05 Mar 2007, 02:47
by smoth
not battle suits more like battlemechs.. think as tall as a macross mech. about 20-30 feet.
Posted: 05 Mar 2007, 03:57
by Cabbage
becuase they didnt have windows in TA. The core are computers, no need for windows etc, The arm are clones, but the current TA models donmt have windows - look at hte peewee. I'm sure after thousands of years they've come up with somthing better than a peice of flimsy perspex. Even now you don't need to be able to see directly out of stuff.. (Eurofighter for example).
Posted: 05 Mar 2007, 04:15
by smoth
the peewee has a blue plate on it's face I always believed that to be glass. However, it doesn't have to be a "window" persay, sensors are fine to. I just just trying to motion for something more then a metal block.
Posted: 05 Mar 2007, 08:14
by KDR_11k
Actually it looks more like a block of withered stone.