AuthorTopic: mech  (Read 10319 times)

Offline SCiDT

  • 0001
  • *
  • Posts: 96
  • Karma: +0/-0
  • Experimentalist
    • View Profile

Re: mech

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

Offline InvaderLupus

  • 0010
  • *
  • Posts: 105
  • Karma: +0/-0
    • View Profile

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

  • 0011
  • **
  • Posts: 971
  • Karma: +0/-0
  • Entangled
    • View Profile
    • www.jimjansen.net

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

  • 0011
  • **
  • Posts: 591
  • Karma: +0/-0
    • View Profile

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

  • 0010
  • *
  • Posts: 293
  • Karma: +1/-0
  • Dragon Highlord
    • View Profile

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

  • 0010
  • *
  • Posts: 102
  • Karma: +0/-0
    • View Profile

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

  • 0010
  • *
  • Posts: 125
  • Karma: +0/-0
    • View Profile

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

  • 0011
  • **
  • Posts: 591
  • Karma: +0/-0
    • View Profile

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

  • 0101
  • ****
  • Posts: 3063
  • Karma: +0/-0
  • variegated quadrangle arranger
    • the_ptoing
    • http://pixeljoint.com/p/2191.htm
    • View Profile
    • Perpetually inactive website

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

  • 0001
  • *
  • Posts: 82
  • Karma: +0/-0
  • żĄ┴JeәЧ
    • View Profile

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?