View Full Version : Creature :: Bablistulsar (crab like)
June 23rd, 2003, 12:23 AM
This is a creature called "Bablistulsar" that I modeled for my demo reel. Modeled in 3DS Max 5 and textured in Photoshop.
The creature was designed by Teerawat Palanitisena (a concept artist at my school). I believe he goes by the name "Tone" on these forums.
Here are some links to more renders:
In Scene (http://stu.aii.edu/~ajh062/CrabScene07.jpg)
Let me know what you think.
June 23rd, 2003, 04:53 AM
June 23rd, 2003, 07:09 AM
That's a very solid crab-like machine.
However, it would be kewl if you rendered it such that it looks as though someone took a still of it while it was walking. ^___^
June 23rd, 2003, 10:00 AM
I am not into 3d-Art that much, though i want to start with the next days...but it looks very cool to me and I LOVE IT!!!
I like the perspective on the third...this is a nice idea, it looks huge that way!
Post more of this!
June 23rd, 2003, 10:53 AM
this is really fun! i love the choices in the design as well as the crab face.
June 23rd, 2003, 10:57 AM
Hilarious concept. Love that.
June 23rd, 2003, 06:40 PM
Thanks for the comments.
Originally posted by Fozzybar
Post more of this!
I uploaded a few more renders of different angles:
ModelAlone 01 (http://stu.aii.edu/~ajh062/CrabModel02.jpg)
In Environment 02 (http://stu.aii.edu/~ajh062/CrabScene02.jpg)
Grey Shader 01 (http://stu.aii.edu/~ajh062/CrabGrey05.jpg)
Grey Shader 02 (http://stu.aii.edu/~ajh062/CrabGrey03.jpg)
edit: fixed links
June 24th, 2003, 02:50 AM
whoa..i like it! a crab-like concept vehicle?any specific terrain for this machine?.
cool design though:)
June 28th, 2003, 01:07 PM
thats a really nice model!
but you've destroyed the good model with pretty simple textures and lighting, thats a real pity! :(
July 15th, 2003, 08:19 AM
isnt Bablistulsar that little pokeman guy
July 19th, 2003, 12:56 AM
Chewbacca: I believe you're thinking of Bulbasaur, the little plant reptile.
I'm ashamed to admit I know that.
July 20th, 2003, 04:06 AM
looks really nice just a small tid bit though, id like to see the ripples in the water in the first piece be more like circles rather than notches of line, it would help alot i think.
August 3rd, 2003, 09:22 PM
i really like this although the fish barely stands out. i didn't know what was in there until i saw the concept drawing.other than that i think it's a great model. the textures could use a little dirtying up if you know what i mean. he's(or she?) is waaay to clean.
August 12th, 2003, 05:16 AM
this is fantatsic
i was alittle skeptical at the thread title
thinking it was going to be a pokemon
August 19th, 2003, 12:09 AM
I agree with Vegetasonac! about the water rings
August 19th, 2003, 05:16 AM
Cool model and very nice texture work too :)
August 22nd, 2003, 01:15 AM
what up hausman
my name is daniel
u may not remeber me
how things going
September 18th, 2003, 02:46 PM
I don't think I ever saw it in its completed enviroment ......
Excellent work HausFly
I do not know if it is my computer,, but your picture links to
the aii site keep popping up a search engine when I click on them...
September 18th, 2003, 07:17 PM
You got some nice detail across various surfaces.....I like the mechanical functionality of the organic shapes. Your top environment could use some work but your other two views show off the model nicely.
Now its time to animate!!!!:chug:
September 20th, 2003, 01:21 AM
draco -- What's up Daniel.
ODIN SIX -- Hey James. Yeah, I took a few of the other renders off to save space. I had to make room for some newer stuff. Thanks for catching that, I went back and fixed them.
scumble fish -- I started on a bone structure awhile back, but never finished it. I'm not sure if I'll go back to this project.
September 23rd, 2003, 05:17 PM
Just wanted to make a little crit about your wireframes.
If you are going to include them in your portfolio, can I suggest using a different method to create the wires? You seem to be using either the "edge map" plugin material, or, a gradient ramp material tweaked and set to box mode on a face mapped material.
This causes stretching and smearing of the wires when polygons become elongated.
To avoid this, here's what I do:
Copy your model.
Add a push modifier to the mesh, and set it's value to something very low, like .1
Now, create a black material and set it to wire mode. You can adjust it's thickness in the extended parameters panel inside the material. Make the material self illuminated. Make sure you have AA on for this to work. Now apply this material to the copy. You will now have a perfect shaded/wire render.
It's a small point, but if this is for self promotion, every little bit counts...not to mention, I noticed it, which will mean that a good company will too.
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