Friday 3 August 2007

AM - Ahmed Robot

I loaded up your model and have had a close look at him. He is looking great. I was worried you had built the mesh too dense, but the model is clean and details have only been added where necessary. As for deleting faces that are not seen, this is a good idea but I wouldn't worry too much about it. The model is still pretty light weight to use and if you start deleting too many internal faces you won't get a good occlusion pass when you render.

What I would concentrate on at the moment is organising your scene. There is no point in having a cool model if it's not grouped and named sensibly. I know you will get to this eventually, but the sooner you start thinking about this the easier your scene will be to manage and animate.

If you are going to animate this guy intensively I would create another version that is really low resolution. You can tweak your animation interactively with it, then swap in the high resolution version at render time.

I noticed there are a few "floating" pieces of metal. When you go through and start organising your model into movable sections just double check everything is attached and feels solid enough for it's purpose.

Also, you will need to make some small alterations to the model in order for the limbs to get a descent range of movement. Currently the shoulders and legs won't move far because they will collide with other metal parts. Check some of the reference from Transformers and you might come up with some cool solutions.

The hanger is looking good. This set will rely heavily on some nice lighting and texturing to really take it to the next level.

The hovercraft is coming along well. It would be good to add in a few more sharp edges and details though. At the moment it feels a little soft and organic. I like the overall feel of the craft, but it would be great to add small details such as aerials, radars, doors and hatches to give it a sense of scale. The more stuff like this you model in at this stage, the less you will have to rely on textures and displacement to push the realism.

Overall your work is of a great standard and shows a good understanding of what is needed for this project. I look forward to seeing some updates!

cheers
Andrew

No comments: