Author Topic: Commando  (Read 15125 times)

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Offline Alex2603

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Commando
« on: March 02, 2011, 05:07:11 PM »
Hi,
for last days I worked on a commando model. I'm not a so good 3D modeler. I Just want to know your comments on the shape of it to know what i could do to make it  better. When it will be finished I could, perhaps, texture it, try to put it in game and ask to Devs if they want that in their mod. :)
So, here are the pictures of the unfinished model.

Sorry for my bad English.
« Last Edit: March 03, 2011, 01:31:40 AM by Alex2603 »

Offline Defender

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Re: Commando
« Reply #1 on: March 03, 2011, 12:49:39 AM »
It looks like a good start.

Try adding details to the rest of the surfaces. Wherever you see a flat panel, try adding something to it. Maybe a simple extrusion, a set of boxes for vents, random shapes and designs, spheres for rivets and bolts, tubes, pistons, whatever you can think of!

The #1 Rule I leave myself when modeling is leave no face untouched.

Try and think of things you'd like to see in a texture, and model it onto the mesh.

Other than that, keep up the good work and practice practice practice!
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Offline Alex2603

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Re: Commando
« Reply #2 on: March 03, 2011, 02:59:26 PM »
I was asking if the general form is ok and is properly scaled to the right places. I did not even begin to detail it.
« Last Edit: March 03, 2011, 05:23:19 PM by Alex2603 »

Offline =KoS= Saber15

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Re: Commando
« Reply #3 on: March 03, 2011, 09:58:05 PM »
Looks a bit short to me (but I'm used to the MW4 version of the Commando  ::)), but otherwise fairly well proportioned.

Add more detail and it'll look great  :D

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Offline (TLL)KitLightning

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Re: Commando
« Reply #4 on: March 03, 2011, 10:31:40 PM »



I assume this is your reference, and per that the scale correct though it may fool a little when you look at it in clay model. One thing you can do at this stage is copy the entire model as a new entity, freez the original and hide it, and then rescale the new untill it appears correct. Though you may also leave the model for a day or to and revise it with a new set of eyes ;) When you have added armor plates and details on it, it will appear more natural and the hight issue, if any, will be drawn off the beholders thoughts. Only thing I would suggest, is adjust the torso hight so the armor does not appear to cut the pelvis/hip and have the legs and "stomach" thinner. Oh and cut down the edges on the head, you don't need that rounded shape that you can adjust that with smoothing groups instead.


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Offline Alex2603

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Re: Commando
« Reply #5 on: March 03, 2011, 11:50:27 PM »
Thanks for replying but,
Only thing I would suggest, is adjust the torso hight so the armor does not appear to cut the pelvis/hip and have the legs and "stomach" thinner.
Not sure to undersand that.
Can you clarify that for me plz.

Is that what you were suggesting?
« Last Edit: March 04, 2011, 01:53:52 PM by Alex2603 »

Offline ~SJ~KorbinWimmer

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Re: Commando
« Reply #6 on: March 04, 2011, 09:00:27 PM »


just as another point of reference for ya

Offline (TLL)KitLightning

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Re: Commando
« Reply #7 on: March 04, 2011, 09:22:49 PM »
Thanks for replying but,
Only thing I would suggest, is adjust the torso hight so the armor arm does not appear to cut the pelvis/hip and have the legs and "stomach" thinner.
Not sure to undersand that.
Can you clarify that for me plz.

Typo


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Offline Alex2603

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Re: Commando
« Reply #8 on: March 05, 2011, 05:07:51 PM »
Thanks Korbin but that reference of the commando is a lot different of mine and we don't see a lot of things on the image.
Thanks KitLightning, I understand now.
So, I'm beginning to detail the mech.
« Last Edit: March 05, 2011, 05:13:05 PM by Alex2603 »

Offline Alex2603

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Re: Commando
« Reply #9 on: March 06, 2011, 12:27:35 AM »
So here is 2 images of the work in progress:


What do you think of that?
« Last Edit: March 06, 2011, 01:02:38 AM by Alex2603 »

Offline Bill

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Re: Commando
« Reply #10 on: March 06, 2011, 01:15:09 AM »
Looking nice, my only qualm so far is the head, and that's purely stylistic (just make it more like Kit's example imo).

Serious props for doing this though, the Commando has always been one of my favourite mechs, sure it's not powerful, but it's iconic.


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Offline Sesambrot

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Re: Commando
« Reply #11 on: March 06, 2011, 02:19:38 AM »
Lookin' goood! :D

One thing tho:
You should consider that the cockpit would be in this mechs head.
as it is now a pilot inside the cockpit wouldn't be able to see anything.
I know changing that might kinda break the look of it but you'll need to be able to see something... ;)
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Offline Snow Gibbon

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Re: Commando
« Reply #12 on: March 06, 2011, 11:14:09 AM »
Lookin' goood! :D

One thing tho:
You should consider that the cockpit would be in this mechs head.
as it is now a pilot inside the cockpit wouldn't be able to see anything.
I know changing that might kinda break the look of it but you'll need to be able to see something... ;)

Yeah, If you make the cockpit look like the one from MW2 Mercs, The pilot would be able to see some more stuff, and may become the new Mauler in terms of obstructive cockpits! :http://www.youtube.com/watch?v=at9hxU864Fg&NR=1
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Offline Alex2603

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Re: Commando
« Reply #13 on: March 06, 2011, 06:24:03 PM »
I finished the torso and arms. I'll probably redo the head later and the legs still need to be detailled.


For those who wondered why I put these things on the arm, just to make the pods are more natural in the game


Offline =KoS= Saber15

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Re: Commando
« Reply #14 on: March 06, 2011, 10:50:27 PM »
Wow! It's looking really great now  :D

What program are you using to make this? The first pictures look like a Milkshape screencap, but the later ones look like it's done in Maya or something else

"Concentrate on the moment, each moment is its own reality. It has a particular thisness. You can't predict, but you can explain. Or try. If you are observant, and lucky, you can say, this is why this is happening! It's very interesting!"