Mech picking up an out-house with its foot. Setting is in the woods.
Woods made up of 6 tree models spread across a particle system. 5 of the tree models are WIP as they have no twigs and are simply meshes with a Skin Modifier.
Thanks for the feed back kimozz89. I will revisit that tree and fix it up a bit. As far as the particle system goes, I had to play around a lot with the number of trees and the seed. I’m using 149 trees with a seed of 8. It wasn’t easy. Wish I had seen your post before I got this made these images.
Yet another low-poly tree is completed (all missing textures of course). This marks 5 out of 6 (with 1 to re-visit) of the initially created trees.
Next up: Adding branches to the last tree.
After That: Creating the pilot -OR- Making the inside of the outhouse -OR- Making the inside of the Mech’s cockpit.
End Goal: about 3 1/2 minutes of animated cartoony goodness.
My plan is to have this being a Winter scene, so no leaves. I still have to come up with some concept art for the pilot, who is the supporting character.
I also can’t wait to see this cartoon come fully together. I have some Ideas for future shorts with the same characters (and some other assets I have made in the past).
Added some color to the outhouse because I got tired of posting things with default colors. Eventually I’ll add wood textures to the walls and metal textures to the door and roof.
When the Mech lifts a foot, the entire bodyweight is going to go to the supportive leg. You’ll need to make the Mech lean over more so that the supporting foot is the centre of gravity.
The toes in the raised leg should not fall straight down - only slightly, because their hinge is limited. Otherwise, if the toe points straight downward, the Mech might end up on tip-toes (this would happen if the foot falls on the exact toe tips).
the house is great but the door handle is a little bit out of shape as well as the mark on the door, i recommend working on those again if you have time.
Lancer: Ordinarily you would be right about the toes. In any other situation, the toes should not bend that far. However, this is a special case because the toes on the mech need to pick up the outhouse. I will take your advice about the positioning of the other leg though!
Kimozz89: I do plan on revisiting the crest and door handle.
James_Z: Sorry that the outhouse blended in on my first post. I also can’t wait to get theses textured. But I think I will finish up the models before I tackle texturing (which is my weakest area in the pipeline).
Well, it has over a week since I’ve posted. Here is what I have accomplished on this project between school and homework. Yes, the head on the left is missing its back 2/3rds of its mass. Mostly experimentation with topology and facial shapes (yes, there are no ears yet). I might rebuild the bottom of the one on the right, as I like how the top half turned out more than the rest. Once the head has been finished, the rest of the character will follow. After that, the mech’s cockpit and the interior of the outhouse.
I also ran into an interesting effect in the 3D view port with the helmet. Note the Helmet was imported form a previous project. It never had textures assigned to it though. If anyone can explain how something shows up in rendered view mode but not in a render, please let me know…
Never could figure out how to recreate the cracking error into the real render. But did add a paint job to the mech, added a cockpit (still untextured though), and caught Gorge monkeying around.
Next on the ever-changing agenda: Make the mech dirty, redo Greg’s body (found some topology issues with his sholder), fix Greg’s ears, texture the inside of the cockpit, and make the interior of the out house.