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Thread: Heavy Unit Industries Model FG08

  1. #1
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    Heavy Unit Industries Model FG08

    Hey guys ,

    i'm quite new to the forums after a 3-4 year absence. I started working in the industry recently, but am not doing anything interesting, so am pushing my personal portfolio as much as possible to move on up and get a job as a concept designer!

    this is a personal project of mine that i started with a friend (big shout out to Alex Jupp who was my cake-consuming wingman during the opening stages of this process) about a year ago. It got to a basic blockout stage and then stopped when I had to move to amsterdam... I got it going again in my spare time recently and started some high poly sections and paintovers etc and here is the work to date

    I am DESPERATELY seeking some feedback to keep me motivated to carry on... so please let me know what you think, whether it be a tweak or a complete design overhaul.... I would love to get some constructive crits... ESPECIALLY for workflow! What should I do now... what should i focus on? paintovers? blockouts? get stuck into high poly in specific areas? this is new territory for me, so some ideas on workflow would be really helpful!

    anyways:

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    Heavy Unit Industries Model FG08

    also, I have a lot more stuff on my website so please visit

    www.freefallgraphics.com



    Have a great day!

    mike
    Last edited by MikeyH; September 2nd, 2008 at 01:21 PM.
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  4. #2
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    wow great work. thanks for showing the concept art too. as for work flow maybe you could have shown alternate forms and what attracts you to a certain form over an over but this work is great. keep up the hard work
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  5. #3
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    I would like to see the whole mech done in the burnt orange/shiny plastic way you did the second colored one. I like this so far. You say you are in the industry right now but not doing anything interseting. I am curious to what aspect of the industry you are in. Forgive my curiosity but I too am hoping for a job the industry. Keep up the great work and keep doin your personal stuff
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  6. #4
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    I dont have anything really constructive but thats just kick ass awezome!
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  7. #5
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    Yeah you don't need any help... Great work so far.

    Been a while since I've seen someone spline modeling.

    What renderer is that?

    Actually, now that I think about it -- I would work on all parts at the same time. It looks like you've gotten really far on the hands, but i'd finish the rest all together. You don't want to run into different-pieces-don't-flow-together-because-i-got-new-inspiration-halfway-though-itis.

    I'm pretty sure that's a real disease.
    Last edited by Teknoholic; August 17th, 2008 at 08:46 PM.
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  8. #6
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    Thumbs up

    Wouw absolutly wonderful work
    I like the bold arms - very nice that`s hardcore
    Everything needs it`s time
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  9. #7
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    Cheers guys

    tekoholic:

    its an area light, mental ray. You're right, i need to work on all the aspects.... i really wanted to work the hands just to set the bar for the standard I am looking to achieve.

    lotet.
    thanks

    englishduke.
    Most important thing if you want into industry, is learn 3d to a basic level and textures. the most available jobs are low level texture and 3d. thats what i do.


    Chemo:
    thanks man... the arms are a little too bold right now... will be giving some weight reduction so that are not so blocky

    Phoenicorn
    good point man... all the concepts are roughly the same without looking into variations. will take that into consideration.

    I am going about a weight reduction process on the hands at the moment, when the new styling and look for those is done will post renders and complete the rest of the mech with paintovers!
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  10. #8
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    This looks absolutely amazing. I'm not sure if a mech like this would be practical though..
    The details on those hands are simply breathtaking. Nice textures too.

    I'm not into these things enough to really give you any advice, seems to me like you know what you're doing. Good luck on getting that job.
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  11. #9
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    I felt like popping in here to say, bitching design. Thats a very well made robot. The hand models are stunning. Where will I be able to pick one of these mechs up? The pic with the woman next to the bot is fantastic.
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  12. #10
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    I'm really jealous! I'm in love with your 3D work. If you don't mind me asking, what 3-D program are you using?
    When it came to my art, I went my own way and did not follow the trends.-Frank Frazetta
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  13. #11
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    hey van!

    im using 3DS max... im still learning (who isn't?)... i should have some updates soon with completely new finger designs with a little bit more "air" in them!

    They're way too heavy right now!

    Are you a modeller?

    mike
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  14. #12
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    Hey!
    This is looking seriously great, though I have got what I think is a big issue you should look at:

    I think that your spacing of metal parts and and joints etc are far too even... instead of breaking your model up into even mid-sized pieces, it would be good if you broke it up into more uneven sized pieces, with some very large fused bits dominating. I say this not from a technical standpoint, but from an artistic one... the way you've broken up the robot results in a lack of focal points for the eye (the eye isn't drawn to anywhere in particular), and also makes it appear as a collection of bits, and less like a unified robot.

    To get an example of what I mean when I talk about the differentiation in sizes, take a look at Masamune Shirow's mechs... I'm not saying at all that you should emulate those, because your style is fantastic, but notice the breakdown of big-to-small pieces, and how it makes for a very integrated whole.

    Fantastic study overall though, really good work. I prefer the light orange or matt-silver work.
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  16. #13
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    crap update... but its an update!

    so, a crap hand paintover. tired from work and endless crap tasks, so building up the stamina to output is pretty darned tough at the moment.

    PLEASE critique, i need some motivation to get going with this stuff again!

    Heavy Unit Industries Model FG08

    Working towards LIGHTENING the general weight of the hand... so that the arm mechanisms will make sense (when they are implemented... got them down in my head, just not in max yet

    cheers in advance

    mike
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