Comments: 19
Finward-Erendash [2012-07-16 02:02:15 +0000 UTC]
Nice, I like the greebly look. I would suggest, however, to make a little sturdier the second segment of the arm. It's not noticeable at first, but when seen it certainly looks weak and unplausible. Another thing, and I dont know how does it work in blender (i use maya), but can the cilinders have a smoother curve?
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HassonAssassin2 In reply to Finward-Erendash [2012-07-16 13:52:10 +0000 UTC]
Yes, I have a final version of this render here:[link]
The second arm segment was moved without a slope solution to match the first extension angle so i pretty much eyes the positioning. It looks odd at that angle, but it is the least visible of the three and could very well give the impression of weakness, I'll see what I can do.
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NautalusX [2012-04-04 19:12:42 +0000 UTC]
I like this one, great job. Mechanical models ftw!
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iosa [2012-02-08 20:22:49 +0000 UTC]
Very nice, i was willing to make one to
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HassonAssassin2 In reply to iosa [2012-02-09 20:18:16 +0000 UTC]
I say go for it! Good luck, and much thanks!!!
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EverlastingAbyss [2012-02-06 22:30:09 +0000 UTC]
Some advice I had for using edge split is to not use the auto calculations, and use the mark as sharp bit of it with the smooth shading so you can control where it adds vertex. If you let it do the split based on angle it'll do it regardless of the shading, wherever it finds the specified angle its set to work with, usually 30 degree's by default.
As for the modeling of it, It seems nice and clean, not sure how to really critique it as I cant match or make something better.
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HassonAssassin2 In reply to EverlastingAbyss [2012-02-06 23:29:29 +0000 UTC]
Thank you so much! I just applied the modifier at 27 Degrees, which happened to work well, with the exception of about 4 edges. I'll get a render running for tonight, and do a batch of finals, as soon as I fix that one lamp and add the last bit of textures in :3
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EverlastingAbyss In reply to HassonAssassin2 [2012-02-07 00:31:38 +0000 UTC]
Most dont apply the edge split modifier, but if you do, make sure you never remove doubles on the model or you'll need to use edge split again. Anyway. Cant wait to see the next renders and to see how it goes. Keep up the good work.
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543Bs0Za [2012-02-06 17:54:18 +0000 UTC]
well you made it right? so you can make it better yeah?
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HassonAssassin2 In reply to 543Bs0Za [2012-02-06 19:44:44 +0000 UTC]
I'd much rather receive constructive criticism.
But to sat your desire to squeeze an answer from me, Yes. All things can be improved or otherwise improvised given the time to put detail. If you read the description I state that Need to work the materials correctly as well as implement an Edge split modifier. Also, I could further reduce faces by Merge collapsing certain key areas. As well, I could also beef up my lights and rework them, because my warm color diffuse sun lamp is quite bright and an area lamp and possibly an extra object (like a wall or another platform with a solid base) behind to do some bounce lighting could be thrown in as well as a trip through the nodes for proper reflections.
I'd appreciate if you where the one to suggest this or perhaps alternatives instead of me having to vent off ideas when I honestly don't feel well. >_>
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543Bs0Za [2012-02-06 17:40:07 +0000 UTC]
doesn't look very mechanically stable
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Ristridyn [2012-02-06 15:34:58 +0000 UTC]
nice
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