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Bacchon
11-25-2005, 03:41
Ahoy,

Just finished modelling a steambot (unwrapping and skinning in the next week) for my first custom RTW unit.

It's nowhere near Hoggy quality, but I'm fairly proud of it. ;)


Front:

https://i2.photobucket.com/albums/y36/ElcidBarret/Art/steambot_preunwrap.jpg


Back:

https://i2.photobucket.com/albums/y36/ElcidBarret/Art/steambot_preunwrap_back.jpg

shifty157
11-25-2005, 06:03
Pretty cool. However you do realize that using the current stock animations your robot will be attacking with his right arm and not his left (where your axe is being held). Just thought id point that out.

Bacchon
11-25-2005, 06:15
Yeah, I know. This guy is really intended to be an experiment for me. I've done minor modifications to the stock RTW models, textures and animations, but I'm trying to go right through the process from start to finish. Once I've got him textured and working with the stock animations, I'll work on making him his own set of anims.

Bwian
11-26-2005, 10:46
You also might want to add an extra joint at the ankle. You will need to bend the model there, and a joint, like the other bend points, would make that more robotic.

Another thing that can help some with robots ...

Mess about with just putting a skin modifier on the toros and head sections. Then, attach the arm and leg pieces as seperate objects with no skin modifier, to the respective bones. On stock models, where they wanted rigid bits of armour they do this. The game makes no effort to stretch or deform the mesh when the bones move.

It's a different effect to play with!

Otherwise, make sure you have plenty of polygons around the joints where things are going to flex.

Finally...hip joints. The stock anims treat them as ball joints rather than a simple hinge. Be careful with the detail design there so it moves in a natural way. :bow: