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/3/ - 3DCG


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777787 No.777787 [Reply] [Original]

can I get some critiques / suggestions for my mech? First time designing something like this,

>> No.777788
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777788

>> No.777800
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>> No.777820

>>777787
I know nothing about "3d graphic design," but I think it looks pretty cool

>> No.777824

Do some tutorials on texturing / materials.

Your model isn't awful but your shaders are ass and looks like you are just going by generated textures / didn't even UV unwrap it. This makes your result look a lot more amateurish than the box modeling actually is.

>> No.777838

>>777820
Same. Are you also using clover and haven't bothered changing /3/ as the default board?

>> No.777840

>>777838
No, what exactly is clover?
I'm just on a mission to scroll through the front page of every 4chan board

>> No.777841

>>777838
Same here, I'm not sure how /3/ anons feel about it, probably increased shitposts.

>> No.777842

>>777787
Good. Now animate it doing silly stuff.
https://www.youtube.com/watch?v=KoCuIOirZUs

>> No.777846
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777846

it looks like its a realistic mech with an untextured, toon outline shader. It has two styles in one, realistic and toon, and its very jarring. Eiither make it less detailed and more cartoony or go with realism, lose the outline shader and do actual textures.

pic rel is toon style with low detail

>> No.777847

>>777842
I knew someone was gonna bring up Future Cop

>> No.777850
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777850

>>777847
Because it's a 90s classic you colossal homo

>> No.777851

>>777840
Inofficial 4chan Andoid app, boards are sorted by name by default if you pick the "add all boards" option, beginning with /3/.
The shitposting cooled down, I remember people shitting on Clover all the time on /3/ like 1-2 years ago.

>> No.777854

>>777851
cool

>> No.777860

>>777787
cool design, the 2d/3d render doesn't work though. It's very hard to pull off if you don't have a strong understanding of both. I'd say try some basic lighting shading tutorials

>> No.777865

>>777840
FBI honeypot spyware that channels telemetry directly to the glowniggers

>> No.777867

>>777865
sounds based

>> No.777877

>>777850
Hey, you don't have to tell me. I fucking love that game.

>> No.777879

>>777787
You should probably get better at doing PBR materials before using NPR. Keep practicing!

>> No.777899

>>777879
Unwrapping and substance painter and 2 very weak areas for me. I rage quit substance painter every time I open it.

>> No.777913

>>777851
Kuroba is another really good chan client for Android. I highly recommend you check it out.

>> No.777921

>>777899
keep at it. all you need are masks

>> No.777932

>>777913
I use Kuroba, I was just explaining Clover.

>> No.777968

>>777787
everybody telling you about materials and shit, and im here trying to find functionality on your design, i mean, i get the cool factor..., but how are those legs supposed to function? wouldn't it just fall over because its top heavy?

>> No.777982

>>777787
newbie here, did you use any reference image?
if not any tips on modelling without reference?

>> No.777983
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777983

>>777968
first mecha anon?

>> No.777991
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777991

>>777983
not at all, i just have good taste.

>> No.777992

>>777787
>>777788
>>777800
I think it looks great

>> No.777995

>>777991
So you are a fan of "realism"(not really since even that mecha would literally never be used in a war), but dont say as if "unrealistic designs" on mech is not common, there is nothing wrong with OPs MODEL

>> No.777996

>>777995
>So you are a fan of "realism"
not really, i'm a fan of good design.

>> No.777997

>>777991
>>777968

>and im here trying to...

act like you're intelligent and failing miserably

>> No.777998
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777998

>>777997

>> No.778001

>>777996
That is a opinion, i myself have room for both kinds of mecha, those "realistic mechas" are nice, but i usually prefer the cool over logic design.

>> No.778130

>>777991
dude how is this realistic? Look at the angles of those legs and all the weight is supported on one tiny point. No kind of real torque would be possible with that leg design.

>> No.778131

>>777991
Questionable.

>> No.778133 [DELETED] 

>>777968
>wanting functionality and realism
> bi/quadrupedal waling machines
sorry, pick either one. large walking robots for warfare are a horrible idea from an engineering point of view. that is why we see only smaller walking machines currently tested. the whole concept puts too much stress on too little material i.e. leg pylons and joints. not to mention the mechanical complexity(moving parts). every tracked vehicle is still a better choice than a tall walking target. cool as "battle mechs" are, it's a fantasy.

>> No.778134

>>777968
>wanting functionality and realism
>bi/quadrupedal walking machines
sorry, pick either one. large walking robots for warfare are a horrible idea from an engineering point of view. that is why we see only smaller walking machines currently tested. the whole concept puts too much stress on too little material i.e. leg pylons and joints. not to mention the mechanical complexity(moving parts). every tracked vehicle is still a better choice than a tall walking target. cool as "battle mechs" are, it's a fantasy.

>> No.778141
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778141

>>777787
legs look fucked, how does it walk?

>> No.778177

>>778141
well you see it isnt a physical object, so it doesn't need a realistic center of gravity. Or maybe it has gyros or some shit.

>> No.778178

>>777787
Consider embracing an overall NPR style maybe?

>> No.778183
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>>778177
ackshually that robot isn't going to move without looking like it's on stilts.

>> No.778190

>>778183
Dude you killed him. OP is never coming back.

>> No.778225

>>778183
yeah but it looks cool as fuck

>> No.778228

>>777787
is there a market for quick models like this? I see shit arts printed on everything from walmart t shirts to just like random shit in general, who are they buying these rights from? and how do you put your shit out there to big clients? like obviously theres big websites to host your models but that shits flooded.

>> No.778234

>>778228
I'm going to assume... nepotism.

>> No.778253

I don't know enough to give mech design tips, sadly.

With the materials, I think you went hard mode since you need to be deliberate to pull off this style of "realistic materials + toon design elements". It feels like the natural progression of this style is something like Let it Die, and to pull it off well I think you need to come in with a plan regarding "how I'm gonna shade crap".

I like the design, I think having slightly more complex curvature to the geometry would look cool. Pay attention to something along the lines of the 70:30 rule regarding having small hotspots of detail. I'd also sticker bomb the heck out of it with corporate logos like Wipeout.

But you have something going, desu

>> No.778397

>>778253
yeah I was going for kind of a mixed look, kind of like those old hotwheels movies or 90's zoids cartoon

>> No.778569

>>777787
the guns look like a lego twig stuck into some cylinder piece. i would rework those because i dont give a shit about mechs but i think its cool as is

>> No.778572

>>777787
Are those flamethrowers? I only see those tanks, but the cannons do not seem to be made for propeling fire.

The leg servos do not seem adequate either, how does it even lift its legs?

>> No.778598

>>777787
Study real world mechanical stuff, once you understand how real world things work (like the machines that make cars, those things are rad as fuck) you can exaggerate stuff
Maybe also look at other cool designs or even things in nature for inspiration
Remember this: steal from one person, you're a thief
steal from a hundred, you're a genius

>> No.778613
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778613

>>778598
from what i've seen, reverse-legged mechs seem much easier to "realistically" design so I'm just going with that.

>> No.778686

Just a reminder that avianoid / reverse-jointed legs are cool but utterly useless from a practical standpoint.

>> No.778741

>>778686
support your assertion with facts.

>> No.778743

>>778741
Just look at practical robotics. Avianoid legs are pretty bad if you want cross country ability.