So I know I've been away from the site for a while... my free time has been spent learning blender. A 3d modeling software. This is my first attempt... at modeling something on my own... Geometry inspired by MWO & MWLL and other. ported the AMS model directly from MWO & the legs are inspired by the MWLL Hollander model. Let me know what you think... Cheers!
Impressive! The best I've been able to create in Blender so far are amateuristic intro videos. (mostly messing around with physics and smoke) KUDOS to you m8!
Thanks, coming from 3DSMax blender has had a bit of a learning curve, but I'm starting to get the hang of it. I rigged it and redid some of the geometry for posing. I also added some procedural texturing to simulate wear.
So I cleaned up & changed a bit of the geometry of My Alley Cat Model... not quite happy with it yet...... And......! It's really amazing what you can pull off with the standard textures used in MWO, and some material tweeking ala-Blender. Cheers Folks, Have a good weekend! @Cpt Chattahah Good to see ya back around.
The render over that cockpit looks secksee as hell! Good to be back around, brother. Hopefully I'll run into you on the battlefield sometime.
Thanks Chatt, Didn't use the stock textures for that... too dull. Made a mistake with the texturs on the arm lasers though... not happy about that. Some of the procedural material work that went into the above renders.
cleaned up some things, added some procedural texturing to show wear, and....... figured out how to do CAMO
Thanks you! I'm still learning the interface of Blender and drawing some basic sketches of what i want to model. I'll show you when i have a basic piece done, see if you can give me any tips on it
Cool, it helps to have a decent 2d image editing software too. I use gimp, but there are others out there.
Uziel. Complete procedural texturing on a revamped basic Uziel mesh I found on the net. I do have to say, procedural texturing has come a long way since my days of using 3DSMax. It is an art form in and of itself. The military green version is using a noise modifier on my original texture to make the wear effect look more natural.... less uniform, which is most evident in the foot area of the model
Also started messing around a bit with some MWLL models. These are completely mapped (image) textures, except for the cockpit glass. Almost all the detail is achieved with the use of a normal (bump) map. The model itself is very basic.
Very cool. This is what i have so far, i tried doing the chest piece of the centurions artwork. I think it might be better to model it as big blocks and then add in the details piece by piece.
It depends really. There are a lot of different methods to modeling. The best ones depend on personal preference, and the type of subject you are modeling. For mechanical objects, I prefer to start with basic shapes, and add more and more detail as I go, usually splitting the model up into sections and working one at a time till I'm satisfied with it, then move on to another section. I use Box modeling a lot (starting with a simple cube extruding lines insetting faces, and beveling till I get what I want) Sometimes if I'm unsure of how I want the whole object to look, I'll model each individual piece, and then build the object with the separate pieces by parenting, joining, or using Boolean... if I'm very confident. The majority of the model I did below was done with box modeling... with an AMS model I stripped from PGIs files. The antenna is just a sphere joined to a modified cylinder..... anyway.... I like what you've got so far.... What do you think about blender so far?