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On The Horizon Working on something? With a 2D or 3D app? Is it SF - Fantasy - Real world? Let's see it!
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August 24th, 2006, 09:00 AM
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#1
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Guest
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Mech WIP - Memon
I'm terrible at finishing projects, but I enjoy starting new ones all the time. Eventually I hope that I will be able to complete a few...
This is a mech that I've decided to name " Memon", derived from the Arabic word " mu'min" which means " faithful". This was started as a simple mech challenge in another forum, but I've decided to try and do a personalized take on a mech.
I still have to model the legs and the main weapons, but this is still in the early stages. Once I complete the principal massing, I will have to go back and greeble (or was that nurnie) more stuff on to it.
Cheers! — Möe
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August 24th, 2006, 03:23 PM
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#2
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Looks cool, especially the way it hovers. Some sort of repulsorlift maybe? RCS thruster? 
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August 24th, 2006, 10:18 PM
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#3
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Guest
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Hehehehehe...
I'm in the process of rigging this mech... because of the 45° orientation of some leg pieces I had to choose a more conventional (zeroed out) position. Now it looks like it's laying an egg. Oh well... so much for being an intimidating piece of military hardware.
Cheers! — Möe
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August 25th, 2006, 01:48 AM
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#4
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Maybe some BFGs would make it more menacing. 
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August 25th, 2006, 07:11 AM
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#5
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Guest
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That is the plan... just have to finish the feet and legs first...
The main armaments are planned out already... I just have to model them and slap them on this mech. I might make interchangeable weapon attachments... hmmmm... there's a silly thought.
Cheers! — Möe
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August 25th, 2006, 08:40 AM
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#6
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Guest
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Ok... here's a quick update.
I've completed the basic modeling on the legs, ankles and feet, but there's still a lot more detailing that needs to be done. These are stills from a standstill animation showing Memon starting a panning motion and moving into a low crouch.
Still no main armaments here.
Cheers! — Möe
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August 25th, 2006, 02:05 PM
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#7
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Looks good, though I do see an issue in the design. Your cockpit has a nice canopy that offers you pilot 270 degrees (horizontal) and 90 degrees (vertical) of visibility and virtually no protection. Tactically speaking, that's not wise. Maybe some form of armored canopy with only some small viewports is in order for an armored mech. After all, that mech is all that stands between this pilot and a grim death. Everything else looks great. 
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August 26th, 2006, 01:16 PM
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#8
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Guest
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Almost there...
I hear exactly what you are saying about the lack of protection, but I am working on an alternative means of defensive coverage. It's a bit hokey, but this is sci-fi... and besides it's only a model.
In the meantime, I've tried to address the problems of balance and an offset center-of-gravity. Here are some frames from a test animation I did. Aside from the basic motions (not including a walk cycle), I was also testing my envelope controls and light settings for intensity and lens flares — to simulate bursts of gunfire from those forward facing dual gun turrets.
Cheers! — Möe
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August 27th, 2006, 10:22 PM
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#9
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Guest
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http://moebius.team-dystopia.com/ani...FiringTest.avi
Just checking to see if external links to animations can be posted here. This is a quick 2-second animation testing the range of motions of this mech, and a test of the envelope controls of the lights and lens flares to simulate small arms fire.
Actually, those guns are 52mm in diameter (roughly 2") so they're not really all that "small".
Cheers! — Möe
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August 28th, 2006, 10:02 PM
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#10
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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The mech looks good. Sorry for going all practical on you about the defensiveness of the cockpit. It's just that I used to be in the army and I know about covering my ass with equipment that doesn't cover well and was built by the lowest bidder, so I always try to make my own meshes tactically sound. Though it is hard sometimes, especially since I do mostly Star Trek and the Enterprise has more blind spots than a big old Caddie. Another thing that bugs me are windows, which are sort of necessary on a mech, but not so much on a starship.
Anywho, she's looking good. I like those pics with the guns firing.
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August 28th, 2006, 11:56 PM
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#11
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Guest
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No worries, chief... your comments are well appreciated and while we are really only mucking around with meshes here, it really does help to get RealLife™ input on these designs. I value your feedback.
Going to post an update with main weapons in a few hours.
Cheers! — Möe
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August 29th, 2006, 09:09 AM
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#12
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Guest
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Ok... here's the mech with the main weapons...
Right hand is for the main guns... some kind of double barreled energy weapon. Not a rapid fire kind of deal, but something that could probably fire off a few bursts in tandem then it would need to recharge or cool down.
Left hand if for a shield generator... this was the hokey defensive concept I was talking about. It also has an array of long range missiles housed in the rim of the shield.
I don't know why I wanted to do a shield-and-gun configuration, but it was silly enough to attempt, so it needed to be done. These renders show the configuration of the arms and joints, but in actual usage I would animate these locked in close to the body for greater strength and less vulnerability. I know that it looks ungainly... but I suppose the best way around this would be to have some kind of an onboard self-balancing computer to give it a sense of stability. Or something along those lines.
Cheers! — Möe
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August 29th, 2006, 02:18 PM
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#13
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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OK, now this is just getting badass. I love the weapons configs, no matter how ungaingly it may appear. It's definitely looking like far-out scifi (the best kind) now.
BTW, it looks like it's break dancing in those shots. 
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August 29th, 2006, 10:20 PM
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#14
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Guest
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I was actually thinking of setting an animation to the "makarena"... but sadly there's more important stuff to do.
Cheers! — Möe
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August 29th, 2006, 10:53 PM
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#15
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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OK, let's be realistic. What's more important than that? 
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September 1st, 2006, 07:15 AM
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#16
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Digital Sorcerer
Join Date: Jul 2000
Location: South Africa, Johannesburg
Posts: 226
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Very nice Moebius, right up my alley of interest  i love making robots and vehicles and a lot of the time i don't finish them either or don't round off the details as nicely as i should...
i like it very much 
__________________
Crusader
[now using trueSpace 7.61b, tnx Caligari :D]
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September 1st, 2006, 07:57 AM
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#17
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Guest
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Thanks very much, Crusader.
I'm really trying my best to finish up this mesh and a few others before the year is out. It's the middle of the third quarter and it looks like there's lots of time left, but you know how that goes.
Cheers! — Möe
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September 1st, 2006, 08:03 AM
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#18
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,928
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awesome moebius  leave me speechless seeing the work your doing
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September 1st, 2006, 09:31 AM
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#19
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Guest
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Thank you very much, Taranis.
Here are some renders from my first attempt at a walk animation... baby steps...  I have a sinking feeling that this is going to be a complete disaster.
Cheers! — Möe
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September 1st, 2006, 10:03 AM
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#20
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,928
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another area that scares me to death .. animating something walking 
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September 1st, 2006, 10:41 AM
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#21
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3DG Forum Moderator
Join Date: Apr 2006
Location: Ohio
Posts: 5,768
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Any and all animation scares the hell out of me.
Looks great, Moebius, but that last one really screams, "Hey, macarena!" 
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September 1st, 2006, 11:38 AM
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#22
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,928
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September 2nd, 2006, 01:38 AM
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#23
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Digital Sorcerer
Join Date: Jul 2000
Location: South Africa, Johannesburg
Posts: 226
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what technique do you use for animating the mech? just curious because I use the hierarchical method which is a bit painful but easy to manage...
__________________
Crusader
[now using trueSpace 7.61b, tnx Caligari :D]
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September 2nd, 2006, 02:56 AM
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#24
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Guest
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http://moebius.team-dystopia.com/anims/WalkCycleD.avi
I'm using the same method... layers, with pivot points and a hierarchical set-up. Over 40 layers here. I've also set-up motion limits and some IK goals. It's a basic rigging style, but it works well enough for what I need it to do. Above is a link to an exaggerated walk cycle that shows basic arm and leg motion.
Not as mechanical as it should be, but it's a start.
Cheers! — Möe
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September 2nd, 2006, 03:10 AM
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#25
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Admin
Join Date: Aug 2004
Location: Dublin
Posts: 4,928
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Looks great and looks smooth 
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September 2nd, 2006, 03:11 AM
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#26
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Digital Sorcerer
Join Date: Jul 2000
Location: South Africa, Johannesburg
Posts: 226
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hmmm, i don't even add ik joints, manual rotation along the specifically positioned group-object axis ...
__________________
Crusader
[now using trueSpace 7.61b, tnx Caligari :D]
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May 10th, 2008, 08:46 AM
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#27
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Shuttle Pilot
Join Date: May 2004
Posts: 5
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Re: Mech WIP - Memon
Moebius all your stuff rocks! You have such a great imagination for new stuff, that seems familiar but completely different!
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May 10th, 2008, 07:00 PM
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#28
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Guest
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Re: Mech WIP - Memon
Thank you...  I'm thoroughly enjoying making this stuff, but sadly I can't say it's completely original.
Cheers! — Möe
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May 27th, 2008, 12:30 AM
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#29
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Guest
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Re: Mech WIP - Memon
all i can say is WOW!
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