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# 31 24-03-2006 , 07:55 AM
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good drawing tick! looking forward to seeing some 3d!


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# 32 24-03-2006 , 01:07 PM
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Basic shape concept is a little better (thinned the waist) so I've dived in and done a quick fill out in 3D to see if it is looking bulky enough. At the minute I'm preferring it without the shoulder pads and probably with some more 'ship' sections around the back of the calf area to bulk it out lower down but things might change user added image

Oh btw if you were wondering about weapons then he's more of a run in and do a bit of hand to hand combat type of guy user added image
Those shoulder pads could double up as a shield and/or weapon....hmmm...

https://www.flash-fx.net/3D/images/tr...s/concept6.jpg

https://www.flash-fx.net/3D/images/tr...ers/model1.jpg


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Last edited by t1ck135; 24-03-2006 at 01:12 PM.
# 33 24-03-2006 , 01:41 PM
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I kind of like the big shoulder pads - they give him a bit of weight if you know what I mean. Good concept sketches by the way. user added image

# 34 24-03-2006 , 05:33 PM
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the guy looks like mass steel. looks VERY heavy!! it can probably shake the ground heck loads.

great job t1ck


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# 35 26-03-2006 , 09:22 PM
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thanks guys, he's gonna be wooden and steel (steel lower legs and a couple of other bits but mainly wooden).

I was away this weekend but got a couple hours playing done (on the train again) - even though I lost some time when it didnt save correctly - ouch! Here's the bot without shoulderpads so far. General detail needs adding to the head/arms/legs and then it'll be proper detail time user added image
Some influence on the shape is coming from a gorilla type look but the detail on the back is still going to stay quite blocky and not too organic.

https://www.flash-fx.net/3D/images/tr...ers/model2.gif

https://www.flash-fx.net/3D/images/tr...rs/model2a.gif

https://www.flash-fx.net/3D/images/tr...rs/model2b.gif

https://www.flash-fx.net/3D/images/tr...rs/model2c.gif


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Last edited by t1ck135; 26-03-2006 at 09:25 PM.
# 36 28-03-2006 , 05:02 PM
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I've been recalculating the pieces and how they will fit together and these are the parts that are dead easy to transform.
The shoulders now open up out of the main body. The other parts are like the first playblast test I did. I'm also still trying to hammer out the arm transformation process properly...

https://www.flash-fx.net/3D/images/tr...ers/model3.gif


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# 37 29-03-2006 , 05:07 PM
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Right, almost there with the actual parts and their specific places in both models.
It turns out to get the hands I've ended up with something more pincer like which I quite like. The thumb will move around from the stuck out bit on the hand though.
Also the bottom parts of the legs will expand outwards to give more weight to the model.
Once this bit is completed then its onto modelling each part in high detail and making sure there are hinges etc for the movements.

Boat, all compacted:
https://www.flash-fx.net/3D/images/tr...rs/model4a.gif

Transformer, all expanded:
https://www.flash-fx.net/3D/images/tr...rs/model4b.gif


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bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
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# 38 29-03-2006 , 05:57 PM
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Looking good, I'm looking forward to seeing the transformation animated.


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# 39 30-03-2006 , 11:24 AM
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"Heavy Weight" (thats his name...lol) is still looking cool!!


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# 40 30-03-2006 , 12:36 PM
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yea really looking forward to seeing that animated how u get from a boat to a robot, is a must see!!! Good Stuff mate user added image


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# 41 30-03-2006 , 08:09 PM
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Pretty good, t1ck135. The only thing that I don't like is the pose of robot, with low head and spread legs... He must be a little discouraged. Anyway, it's becoming really good.

# 42 31-03-2006 , 02:35 PM
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thanks guys user added image

joed8349 - its gonna be a challenge to get all the bits moving around right!

13th_resident - heavy weight sounds good to me, maybe his primary attack is to sit on the enemy user added image

magicsy - hopefully though I've never had to deal with so many little bits that are hard surfaced before - definately a harder challenge this time!

jramauri - its not a final pose yet, just the best I could come up with while still figuring where all the bits go (and if they can get there ok!). *Hopefully* I'll be able to get him in a more apelike pose user added image


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# 43 31-03-2006 , 05:12 PM
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It's looking very good T1ck - those big pincer hands are working very well with the rest of your robot. I am not a hundred percent sure about his big thighs, though I imagine that those are specific parts of the boat and, as you said, you intend to give him some big feet, which should balance him out a bit.

Good work T1ck! user added image

# 44 01-04-2006 , 07:44 PM
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i just wanna see some of ure high detail modeling Starting!!!
SO get going bud!!! user added image


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# 45 01-04-2006 , 10:13 PM
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thanks arran user added image yeah, I'm not too happy with the legs yet and need to finalise those thighs and expand the feet to give him more balance.

magicsy - hehe, I dont think it'll be super high detail as I'm still fleshing out the mechanics and where parts come from user added image

Here's the hand areas generated from the rear of the ship.
Next up is the simple flip of the head in the bow of the ship and then onto sorting those legs out. Once that is all blocked in then its time to do some FAST modelling user added image

https://www.flash-fx.net/3D/images/tr...rs/model5a.gif


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
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Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
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