Random WIP 2006-2011
Moderators: MR.D, Moderators
@KDR:
It's similar to the Arwing, and certainly references it:


I like referencing stuff like that, without copying it slavishly, it's very fun to figure out what design elements made something work, then to attempt to repeat it, without just rehashing it- as you can see, I actually ended up with a radically-different design, on a number of fronts, but you're absolutely right, it still feels similar, because of the design concept of the paired triangular "beak" engines
The funny thing about that one was that I didn't really set out to do that at all... I was just trying to figure out how to present the engines and make the design meet the technical requirements for the animation I wanted, instead of making the design and then fitting the animation to it- that's usually the way I approach design (and, I must say, GMN and Keithus both tend to think very well about this, too, it makes working with their models a lot of fun).
It's similar to the Arwing, and certainly references it:


I like referencing stuff like that, without copying it slavishly, it's very fun to figure out what design elements made something work, then to attempt to repeat it, without just rehashing it- as you can see, I actually ended up with a radically-different design, on a number of fronts, but you're absolutely right, it still feels similar, because of the design concept of the paired triangular "beak" engines

The funny thing about that one was that I didn't really set out to do that at all... I was just trying to figure out how to present the engines and make the design meet the technical requirements for the animation I wanted, instead of making the design and then fitting the animation to it- that's usually the way I approach design (and, I must say, GMN and Keithus both tend to think very well about this, too, it makes working with their models a lot of fun).
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
You shouldn't model the fingers unless you really need them. Use a box or something and paint the fingers on. I see a lot of unnecessary edges on the torso, you don't need to maintain edgeloops on non-organic shapes. The indents at the front shouldn't have their edges extend downward, the horizontal edge on the side is unnecessary and the edges on the top can go. Can't say anything about the back since that's not visible here.rattle wrote:Crotch gun!
I need help! I can't skin simple low poly hands, the outcome is always like... crap. Current hands have 300 tris in total which is a bit much compared to the ~20 poly hands I'd like to use, although I'm under 1500 tris.