03-02-2016, 01:21 PM
Hey its been a month already? why i havent updated this for so long? because im very busy failing (and learning!) So after making that head in the last post i decided it was time to tackle hard surface modeling (and modeling in general, most of my 3d stuff up until now has been mostly sculpting)
So i started doing mechs again in blender, took me a few tries but managed to make something ready for the game, here is the process.
After a few creative abortions i made this redesign of a Garde from Knights of Sidonia, i also learned a lot more about rigging with this one, so at least it wasnt a complete waste of time. +Chocobots inspired shot :D
And a medieval knight girl for a game idea i had, but abandoned it shortly after making this.
And finally after various tries with varying degrees of sucess i got this mech done. Im calling it Barghest.
Heavily inspired by Xenoblade X and Valvrave.
Different systems of the machine are differentiated by color, with red being articulations, green is the armor, etc.
Like always i try to make everything as modular as possible so i can create new assets and characters from already existent ones.
Here is a shot with only basic ambient occlusion.
And the final result (it will look pretty much like this in UE, this one was rendered in marmoset)
Stay tuned this coming month, there is a big update about the game coming. :D Very few assets are left to make that gameplay demo a reality.
So i started doing mechs again in blender, took me a few tries but managed to make something ready for the game, here is the process.
After a few creative abortions i made this redesign of a Garde from Knights of Sidonia, i also learned a lot more about rigging with this one, so at least it wasnt a complete waste of time. +Chocobots inspired shot :D
And a medieval knight girl for a game idea i had, but abandoned it shortly after making this.
And finally after various tries with varying degrees of sucess i got this mech done. Im calling it Barghest.
Heavily inspired by Xenoblade X and Valvrave.
Different systems of the machine are differentiated by color, with red being articulations, green is the armor, etc.
Like always i try to make everything as modular as possible so i can create new assets and characters from already existent ones.
Here is a shot with only basic ambient occlusion.
And the final result (it will look pretty much like this in UE, this one was rendered in marmoset)
Stay tuned this coming month, there is a big update about the game coming. :D Very few assets are left to make that gameplay demo a reality.
"Stand tall, and shake the Heavens!"
Tumblr for my comic!: http://rainfallcomic.tumblr.com/
Sketchbook: http://crimsondaggers.com/forum/thread-1227.html
Facebook: http://www.facebook.com/eduardogarayart
Deviantart: http://eduardogaray.deviantart.com/
Tumblr for my comic!: http://rainfallcomic.tumblr.com/
Sketchbook: http://crimsondaggers.com/forum/thread-1227.html
Facebook: http://www.facebook.com/eduardogarayart
Deviantart: http://eduardogaray.deviantart.com/