AuthorTopic: mech  (Read 10386 times)

Offline Kennethfejer

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mech

on: February 10, 2007, 05:17:39 pm
one of my latest creations :




(3dsmax and photoshop)

let me know what you think.

Offline GOODNIGHTdestroyer

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Re: mech

Reply #1 on: February 10, 2007, 05:24:46 pm
so amazing, i love it.
And I am finally seeing that you were the one worth eating.

Offline MadToaster

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Re: mech

Reply #2 on: February 10, 2007, 05:28:37 pm
I really like these low poly guys you've been making lately. Reminds me in a good way of playstation 1 games.
Someone may have asked already but how do you approach making these? I'd imagine the texture mapping is the most involved part.

Offline Helm

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Re: mech

Reply #3 on: February 10, 2007, 05:59:44 pm
I have to say this is very cute. I want to take that stationary render, the right one, and AA and dither and detail it manually.

Offline Jhelle

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Re: mech

Reply #4 on: February 10, 2007, 06:21:15 pm
I love these , and I would really like to see them in some other sort of animation instead of just rotation, but thats just me, anywho . awesome!  :y:

Offline Xion

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Re: mech

Reply #5 on: February 10, 2007, 07:10:34 pm
I love these , and I would really like to see them in some other sort of animation instead of just rotation, but thats just me, anywho . awesome!  :y:
No, it's me too.
Are you doing stuff with these or just making them for the heck of it? I mean, they're just so cool...

Offline AdamAtomic

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Re: mech

Reply #6 on: February 10, 2007, 08:56:28 pm
sweet!  Personally I'd prefer some good fists over those claws - their shape doesn't gel with the rest of the design very well.  If you're gonna keep them I'd at least make them a little thicker/more robust.  Great silhouette and fun colors!

Offline Def Sprite

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Re: mech

Reply #7 on: February 10, 2007, 09:39:56 pm
Saw this on your site
and was amazed by it.
good job

Offline Faktablad

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Re: mech

Reply #8 on: February 10, 2007, 11:39:55 pm
So cute and creative, I love the thin head.  I'm going to join in with everyone in requesting some sort of model animation/game.

Offline .TakaM

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Re: mech

Reply #9 on: February 11, 2007, 01:07:08 am
very nice kenneth, the southwest facing mech looks hand pixelled at first glance

I too am going to have to ask for a run cycle or something ;)
Life without knowledge is death in disguise

Offline SCiDT

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Re: mech

Reply #10 on: February 11, 2007, 01:11:47 am
Its awesome!  :'( Why cant i do this?

Offline InvaderLupus

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Re: mech

Reply #11 on: February 11, 2007, 04:15:50 am
all this low poly work really makes me want to pull out some good PS1 games.

Excellent job on the mech. It looks simply amazing.

Offline Opacus

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Re: mech

Reply #12 on: February 11, 2007, 10:25:35 am
all this low poly work really makes me want to pull out some good PS1 games.

Excellent job on the mech. It looks simply amazing.
I already did, immeadiatly started playing FFVIII again, lots of low poly mechs <3
Awesome as usual Kenneth.

Offline Rox

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Re: mech

Reply #13 on: February 11, 2007, 12:12:43 pm
I really do hate you, you know. Truly.

How do you decide how you want your low-poly dude to look, texture-wise? Because all your textures are just like... seemingly random blocks of saturation and brighter bits. But on the model, it all looks incredible. Also, how do you go about UV mapping something like that? I get the feeling it's something XSI isn't up for... XSI doesn't seem to like UV mapping...

Hey, do you think you could, like... Make a walkthrough of how you go about making one of these? Or maybe even a video? Just the UV mapping and texturing bit, as personally, I'm not too interested in seeing the actual model being made. But it seems many people around here are curious about that, too...

Offline Froli

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Re: mech

Reply #14 on: February 11, 2007, 01:10:37 pm
Ah man, It's So refreshing to see creations like this. Just beautiful.
I'm with Rox  :lol: vid please <I know I requested it the last time, so don't get mad>

Offline Kennethfejer

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Re: mech

Reply #15 on: February 12, 2007, 09:39:27 pm
hi all
thanks for the comments.
sorry, there won't be any animation, i hate animating :(

MadToaster:
yeah the texture mapping takes some time, but the process is pretty straight forward.
i start building a small part of the robot, lets say the head. when im happy with the overall look, i start pixeling the texture.
when thats done, i start unwrapping the mesh, but only a few polys at a time, and place them on my texture.
and thats pretty much it :)


Helm:
hehe i agree, it is kind of tempting ;)


Xion Night:
just for the heck of it :)

AdamAtomic:
i actually had fists on him early on, but i didn't like how they looked :/

Rox:
im pretty sure XSI can do this, im not really doing anything special, its just like mapping any other mesh.

if i get some time, i'll look into doing a simple walkthrough or vid or something of the process, but i think i've said that before  :-[


« Last Edit: February 12, 2007, 09:41:11 pm by Kennethfejer »

Offline QuickSilva

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Re: mech

Reply #16 on: February 17, 2007, 11:53:22 am
Great work, really inspiring like all of your stuff. Is there any chance of seeing the actual uvmap as I usually create a uvmap and then paint over that but you seem to be working in the reverse direction by painting\pixelling the texture then placing the uv over the top.

Jason.

Offline Rox

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Re: mech

Reply #17 on: February 17, 2007, 12:57:37 pm
Right, so you really just made it piece by piece... and do the geometry first, then the texture, then the mapping? That's so backwards... I love it. I should try that sometime.

Offline ptoing

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Re: mech

Reply #18 on: February 18, 2007, 02:56:56 am
I would say: modelling, uv, texture.
There are no ugly colours, only ugly combinations of colours.

Offline Rynen10K

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Re: mech

Reply #19 on: February 18, 2007, 09:35:59 am
I would say: modelling, uv, texture.

isn't that the way it normally is?

i guess you'd have to really think ahead when texturing before mapping...

Does it work differently with this small of a scale texture?

Offline QuickSilva

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Re: mech

Reply #20 on: February 18, 2007, 01:03:58 pm
Well I gave it a try and if you create the uv map first it gets really messy at a size of 64x64 as you can imagine so I`m guessing thats why Kenneth does it the other way around so that he can see what he`s doing without the pixelly uv lines blocking his view.

Jason.

Offline Rox

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Re: mech

Reply #21 on: February 18, 2007, 02:29:07 pm
Yeah. Normally, a pixel is pretty tiny in a texture, you don't need pixel perfection when just plain painting a texture, so it matters much less how the UV map itself looks... but if each polygon has so few pixels, then I imagine it'd be much better to place those pixels first, then fit the UV map until it looks good.

Offline ptoing

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Re: mech

Reply #22 on: February 18, 2007, 04:34:25 pm
Good point actually. I need to do some lowpoly stuff at some point.
There are no ugly colours, only ugly combinations of colours.

Offline Lackey

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Re: mech

Reply #23 on: February 18, 2007, 08:18:17 pm
I also notice he's done stuff like fitting the texture from the hands to the ends of the axel for his hips.  Did you plan for this Kenneth, or just choose a detail to put there when you were making the UV?

Offline huZba

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Re: mech

Reply #24 on: February 19, 2007, 04:52:16 pm
i'm really liking these. Very effective in all it's simplicity.

How about dropping them in macromedia director so we can play around with those? Should take just a few minutes to make a rotation/zooming feature.
Or maybe even make some walking controls to walk around on a flat plane... OR even add that havok physics feature that's built in director.

I think 3dsmax might even have a feature to directly export as a shockwave file.