Commander Modeling - Fan Art.

Discussion in 'Planetary Annihilation General Discussion' started by Fireboymatt, March 14, 2015.

  1. Fireboymatt

    Fireboymatt Member

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    An update on this evenings progress.
    Blocked out the legs, ready for more detailed parts to be added.
    Also done a basic leg rig to see how they would move.

    Reworked the nanolathing arm to be more like the original as i didn't feel the pipes i added worked very well with the overall aesthetic.
    rdr17.jpg rdr16.jpg rdr15.jpg

    thanks

    Matt.
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  2. cdrkf

    cdrkf Post Master General

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    Looking really good, kinda 'Real Steel' meets PA :)

    My *only* criticism so far, is that some of your details are too big imo (e.g. the screw heads around the missile racks). This guy is supposed to be HUGE, so seeing proportionately large screw heads makes him look kinda small. If you want to keep some larger fixings, you need to add in some 'scale' rivet heads or something near to them to give the whole thing a sense of proportion.

    Otherwise I'm really digging the added detail.

    Edit: Also, when you render him, try changing the focal length of the camera. I think reducing it will increase the perspective which is a great way of making things 'feel' bigger in renders :)
    Last edited: March 18, 2015
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  3. Fireboymatt

    Fireboymatt Member

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    Yeah i understand what you are saying. I was planning to add the smaller bolts to the textures but i am going to see how some smaller rivets/bolts look when they are modeled tomorrow.

    I think also that once i add more of the smaller pipework and vents it should help this issue.
    Probably the lack of reference doesn't help. Once he is in an environment instead of just black background this should also help.

    Thanks for your feedback! much appreciated.

    Matt.
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  4. jtibble

    jtibble Active Member

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    I love what you're doing here. Keep up the good work!
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  5. squishypon3

    squishypon3 Post Master General

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    Oh god I love this so so so much, what program do you use?
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  6. DeathByDenim

    DeathByDenim Post Master General

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    From the OP: "So I finally got 3dsmax installed once again after 2 or so years of inactivity and began modeling today.".
    My guess would be 3dsmax. :p
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  7. Fireboymatt

    Fireboymatt Member

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    How did you know?!?!?! burn the witch!

    edit: 3dsmax 12 to be precise.
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  8. Fireboymatt

    Fireboymatt Member

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    A little update on my progress this afternoon.

    I have done a basic rig to test out some poses and work out a few little things i want to do to him.

    I also threw on some basic materials for extra shiny!
    pose4.jpg

    Thanks

    Matt.


    More to come...
  9. squishypon3

    squishypon3 Post Master General

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    Can i give a hit of a critique? I feel as though the upper torso/head bit is a bit too thin, would it be possible to widen it just a bit?

    Or maybe it's the angle?
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  10. Fireboymatt

    Fireboymatt Member

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    Thanks for the feedback.
    I have been using the actual in game model as a template, so everything is almost exactly the same size as the original. I think it is just foreshortening effect of the camera.

    Thanks

    Matt.
  11. rivii

    rivii Well-Known Member

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    Awesome! But like CDRKF said.. Rivots are enormous (considering the scale of the comm). Also add some tree's or buildings so that the scale is on point.

    Loving it so far! :)
    cdrkf likes this.

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