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chiaroscuro — Bot3 - WIP-

Published: 2008-10-09 15:23:11 +0000 UTC; Views: 37282; Favourites: 476; Downloads: 0
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Description More of the same. Ive been working on this model off and on again, getting it ready for animation. Fixed a ton of polygon errors, re-rigged it and ran it thru a different renderer.
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Comments: 130

SlotheriuS [2015-07-12 05:42:42 +0000 UTC]

Amazing job

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PayamTavakoli [2015-03-19 03:31:41 +0000 UTC]

+1000 <3

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Schaarenberg [2014-06-07 22:49:51 +0000 UTC]

fuck.. this is really awesome o_O

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PaulV3Design [2014-04-15 14:29:12 +0000 UTC]

Wicked Work man!! Some really cool hard surface there.

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luodan [2013-05-10 04:31:25 +0000 UTC]

nice

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TranceParadox [2013-01-17 22:31:04 +0000 UTC]

How why come long you did this make?

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Fabio3000a [2012-11-07 12:38:56 +0000 UTC]

This is amazing! A source of inspiration. I think the amount of work that it was unloaded.

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lex-ex [2012-11-04 17:08:41 +0000 UTC]

Incredible

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NOMANSNODEAD [2011-09-10 09:01:53 +0000 UTC]

impressive detail man! awesome

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Gersith [2011-07-28 20:26:57 +0000 UTC]

wowo amazing

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Jimazing [2011-04-19 07:46:59 +0000 UTC]

So uh, just wondering what's your total poly/vert count on something like this?
3ds, Lightwave, Maya, or Blender?

Love the detail. Very acute and precise! PRO!

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escapism-in-motion [2011-03-13 20:08:31 +0000 UTC]

absolutely astounding, hope i get to your skill one day.

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CarlesTenorio [2011-01-31 18:36:12 +0000 UTC]

OMG

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Testament77 [2011-01-28 14:40:19 +0000 UTC]

uber detailed °_°. Great work.

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Lokhopkuen [2010-11-17 02:01:36 +0000 UTC]

Amazing detail

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WMdragonJ [2010-11-16 23:52:50 +0000 UTC]

i love the gatling guns great work

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DJBIG [2010-10-11 00:24:40 +0000 UTC]

I can't even imagine the hours put into this thing! especially if it is all designed to move in proper function!

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Darkveit [2010-09-01 20:01:59 +0000 UTC]

Amazing work! GJ!

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ektahx [2010-08-28 03:10:04 +0000 UTC]

whoa. the details are amazing =O

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DarrenChapman [2010-08-15 15:33:19 +0000 UTC]

The fine level of detail in this model makes it a thing of beauty.

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JTGuilber [2010-08-04 23:39:28 +0000 UTC]

one question..
did u managed to animated it?

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PrinceOfWoland [2010-06-20 01:33:40 +0000 UTC]

Amazing detail. And this really animates? It must be like pain in the a** to render it.

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HydeCorp3D [2010-06-16 08:04:36 +0000 UTC]

Jaw on da floor In amazement. :-D. Very cool man, love the detail, That must be a million Polys or something. [link]

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Allottho [2010-05-16 16:41:27 +0000 UTC]

O_o
o_O

That's pure epic.

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Bit-Winchester [2010-04-04 05:51:53 +0000 UTC]

OMG...this is awesome!

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Cyberborg [2010-03-20 08:04:40 +0000 UTC]

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MasterGunz67 [2010-03-03 05:50:10 +0000 UTC]

Amazing model! I just finished making a Warhammer 40K Dreadnought and simply cannot imagine the effort it took to create that hulk. Similar to Gunner63, I have also been teaching myself how to use 3DS Max for some time. Would it be possible for you to take a look at my models as well please? I think your expertise would help me greatly improve my modeling and perhaps after seeing this, I might rig my own . Wonderful model!

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chiaroscuro In reply to MasterGunz67 [2010-03-17 15:35:36 +0000 UTC]

Thanks! Your 40K model is really nice in my opinion - I used to have a pretty decent 40k miniature army when I was playing the game in high school, so Ive always been a fan of anything warhammer

It looks to me like your well on your way tho - Id say it looks like you have all the skills, its just a matter of pushing how much detail you can pack into the model For me what works best is to make a very rough block model that encompasses the basic shapes I want, then break parts off the model and create the high detail version within the block. For this robot I started with a 3000 poly version, then detached a leg segment and modeled it, then an arm, then the head etc etc. Thinking of a huge complex model as a collection of smaller models really helps keep things from seeing too overwhelming Keep at it tho, the only way to get better is practice!

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MasterGunz67 In reply to chiaroscuro [2010-03-18 02:10:10 +0000 UTC]

Thank you for the response! I will keep what you said in mind and continue to push myself. Thanks again for the help!

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Gunner63 [2010-02-17 17:18:27 +0000 UTC]

That is truly amazing work. The detail is astounding. It is amazing that this is actually rigged. I have been teaching myself how to make 3d models for a while now. Do you think that you could take a look at what I have and give me some feedback? You obviously know what you are doing. Thanks.

My models: [link]

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chiaroscuro In reply to Gunner63 [2010-02-17 21:08:28 +0000 UTC]

I think your off to a good start, especially since you are teaching yourself Your style is a bit different than mine, but its not a bad thing at all... I actually rather like it. The only real feedback I can offer on what you have is to maybe 'beef up' some of the components. I like to start with my major components (engine, wheels, etc) then block out a frame to hold it all together, and finally add detail parts wherever needed. That aside, keep at it! The more you make the better you will get

-Nick

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Gunner63 In reply to chiaroscuro [2010-02-18 17:28:30 +0000 UTC]

Thank you very much for the comment. I am trying to model more and more, learning new methods and tools as I go. I learned a lot of from making the Deffkopta and I hope to learn a lot more with the many models that I plan on making. Thanks again for the help.

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F3lsworn [2010-02-13 17:46:14 +0000 UTC]

What program did you use to build it ?

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chiaroscuro In reply to F3lsworn [2010-02-15 17:08:55 +0000 UTC]

3ds Max

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pinoypencilpundit [2010-01-05 10:12:49 +0000 UTC]

now this is awesome! wicked detailing!!!

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Mr-Reaper666 [2009-12-18 15:00:53 +0000 UTC]

just out of curiosity, how long did this take? amazing.

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chiaroscuro In reply to Mr-Reaper666 [2010-01-08 14:43:48 +0000 UTC]

That took about 120 hours within a 2 month period to get it to the point where it is now.

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Retzudo [2009-12-14 18:42:23 +0000 UTC]

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Smattila [2009-11-18 14:50:41 +0000 UTC]

Huh this is crazy!

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Affet-kak [2009-11-08 11:30:34 +0000 UTC]

holy shit rigging it? ARG too many constraints! *computer asplodes*

everysingle move you would be checking for clipping errors!

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ShengDaFlashPRo In reply to Affet-kak [2010-10-01 03:57:44 +0000 UTC]

/stalk

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ScottishRevenant In reply to Affet-kak [2009-12-17 02:31:12 +0000 UTC]

OMG RIGGGGGING... *facepalms*

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Affet-kak In reply to ScottishRevenant [2009-12-17 04:09:03 +0000 UTC]

yeah rigging can be a bitch

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ShengDaFlashPRo In reply to Affet-kak [2010-10-01 03:58:02 +0000 UTC]

/stalk

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chiaroscuro In reply to Affet-kak [2009-11-09 14:58:30 +0000 UTC]

Actually it works pretty well I took a lot of time while making the rig so that it cant move past the points when geom starts to clip... that constraint also makes it so that its very un-graceful while walking, but meh lol

-N

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Affet-kak In reply to chiaroscuro [2009-11-09 21:07:17 +0000 UTC]

really? you use max dont you? HOW IS THIS DONE?! ive only used look at constraints and ik chains (and lots of reactor constraints but thats different)

i didnt know that you could have 'maximum movement' in constraints. im still a bit of a noob for rigging

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ShengDaFlashPRo In reply to Affet-kak [2010-10-01 03:57:50 +0000 UTC]

/stalk

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chiaroscuro In reply to Affet-kak [2009-11-10 14:46:30 +0000 UTC]

I actually rigged this in both Lightwave and Max. In Max its done pretty much entirely with look-at constraints and simple IK chains. The movement limits are all hidden in the Hierarchy tab of the command panel. When you have a FK or IK chain selected it gives you options for min and max rotation values. IMO max isnt the easiest prog to rig in tho, but it gets the job done

-N

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Affet-kak In reply to chiaroscuro [2009-11-10 22:22:12 +0000 UTC]

yay ive worked out hot to limit rotation and position with a float limit thing and i sorta know how to do it with ik chains. thanks!

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ShengDaFlashPRo In reply to Affet-kak [2010-10-01 03:57:53 +0000 UTC]

/stalk

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