Friday, 17 August 2012

Pose

ok so i rigged and posed the mech, took me an hour or 2, there was some difficulties, but they where resolved with ease, so here it his, a posed Exectutioner mech moving out to attack an enemy invader and defend the Mech production plant :P



Saturday, 11 August 2012

Poster

been a few weeks since i last updated, i have been working on a website and working on the Exectuioner every now and then, but i bashed this out real quick for a "poster" its not complete but gives you the idea of how it will look, the mech will be posed once i got it re-rigged and i will re-create a dynamic pose for th poster.


Wednesday, 11 July 2012

finaly finsihed the diffuse map, the specualr map is also comeplte wasnt too hard. :) towmorrow im going to moving onto a reflection mask,so that i can add relfection to the cockpit without seprating the emsh or useing extra textureing channles. :) enjoy the renders.






Tuesday, 3 July 2012

Update

just a quick update, added a new grundge layer, started painting it on the left and right ams, and the right leg, i felt that the left arm was a plain, so i added some paneling to it, not sure if you will be able to see it however the render came out a tad dark.


Sunday, 10 June 2012

Terrain.

ok, soo i rigged and textured the Executioner, the texture is still WIP mind you, but i decided i would go a head and learn how to use a new application called world machine, its a brilliant little tool that lets you creat very realistic enviroments for a game engine, the mesh is really high quality and has a decent poly count for the amounct of detail it can fit into it.

you cant see much of the terrain in these shots but it was just a scenario i was thinking of so i used the terrain i was leanring on for it.

enjoy the view :)

P.S TERRAIN NOT TEXTURED















Tuesday, 5 June 2012

Details

Started to draw in some details its slow going becuase og the angles i have some of the UV's. This Executioner belongs to the Ghost Bear's Alpha Galaxy (The Golden Bears)



Some Renders.















Sunday, 3 June 2012

little test

ok, so we know Lasers are incredibly hot, hot enough to melt the amrour of of a Battlemech so i decicded to add some scortching arround the mechs laser weapons and decided to try and make it look a realistic scortch so i added 3 colours to a specualr layer and this was the results enjoy :)


Friday, 1 June 2012

Painting

Mudbox <3 best software ever, 3D painting makes textureing soo much more fun and a tab easier :D

added some ware to the Executioner i think it might be too much, but it is a war machine afterall

anyway quick render

enjoy :)

Saturday, 26 May 2012

Almost done

Executioner almost finished, took my time with the legs, completely re-built the lower half of them and hthe new result turned out much better thent he older version. so i started to detail the mech and its almost completeled, just a few more panels here and there and its ready to go into the UVW Unwrap tools :O

Tuesday, 20 March 2012

Look Familiar?



well it should...

just a little side thing ive got going, just trying to get more into modeling envrioments.

p.s its the alley way from Silent Hill...

Monday, 19 March 2012

Arms

ok the legs where bogging me down so i decided to move else where and started cariving into the arms, the arms are not 100% true to the TRO image, i have altered them a little bit to look a tab more shapely, although its still angular i also decided to add a sort of brace to give it a logical reason to why and how the laser pods are attached to the mechs arm enjoy the image more to come soon

Tuesday, 6 March 2012

Legs

ok Exceutioners legs make very little sense, there is no logical way that this mech could actualy walk theres too many obstructions. im trying to work arrounnd it and hopefuly trying not to be to destructive to the orignaly TRO art work. heres what i have so far.

Saturday, 18 February 2012

Progess

just posting some progress of the Executioner Prime.

Sunday, 12 February 2012

Clan Ghost Bear's Executioner

Odd looking mech reminds me of a Tiki, anyway thaught i would move onto another mech, trying to bolster my portfolio, i'm going to work both the Mad Dog and Executioner into a scene together, hopefuly some sort of a Battle scene or maybe a collaboration between the Clan Ghost Bear and Smoke Jaguar fending off some Kuritan mechs. anyway just started this one and its in early blocking stages.

little bit of info on the Executioner.

orginaly a Clan burrock design the mech was produced by Clan Ghost Bear who aqquired the schematics through a trial of possestion. (http://www.sarna.net/wiki/Trial_of_Possession) the Executuioner is fast and powerful, the Exeutioner Prime is fitted with a pair of ER Large Lasers 2 Machien guns and a Gauss Rifle. this gives it deadly range and good anti-infantry capabilities.

i have been takeing refernce form the old Executioner miniture by Ral Partha

and the latest resulpt version by Iron Wind Metals


and also form the Card Colleting Game and the Technical Readout 3050

Executioner Prime


Executioner A


Exectuiner B


Executioner C




using these images as reference i hope to create a unique high qaulity Executioner that is game ready.

so what i have so far is the basicly block out of its Torso.



thanks for viewing.

Saturday, 11 February 2012

Test Render

ok spent the last couple of days makeing test renders, this in HD (1920x1080) im aware that one wouldnt normaly render sometihing in high resolution if it where a test render, but this is simply to show off, until i complete the final test render, which will be longer and contain information on the model (poly count textures size)

Wednesday, 8 February 2012

Bugs

so it turns out theres issues rendering normal maps on a multi sub ovject in 3ds max 2012. so i had to come up with a sort of annoying "patch"



This seems to stop the issues from showing up druing the rendering process.

Image Dump













The rigging stage of the project has already been completed. will post some renders of the mech posed later.

Saturday, 4 February 2012

Normal maps






sometimes i hate them, but thats mainly becasue the photoshop normal filter screws up and doesnt revert to "default" settings.

here are 2 of the latest renders.

been mainly working on the normal maps to give it some minro details. the cockpit has a nice new shiny gradiant blue wihch is setup with a reflection map. this will reflect any envirment image or any object thats placed in front of it.

Wednesday, 1 February 2012

Bulk texture comlete

well i finaly completed the bulk texture, just have to add some small details and get some normal and specular maps for them, soon as the small details have been compelted i'll be creating a small terrain and sky dome for it to sit on and i will be rendering them at a higer resolution. (1920x1080).







Tuesday, 31 January 2012

quick update finished the arms a while ago. and rendered off some images. also started blocking out the leg which will be completed towmorrow.






























































also decided to make a HD Render to show off the details. (clikc image to enlarge)

Saturday, 28 January 2012

Missle Racks

ok so i have been working on the Missle Racks today or Missle pods as some Battletech/Mechwarrior fans like to call them. these deadly weapon took most of my day to texture, and i'm pleased with how it turned out.

There is still lots to do in the textureing part of this project, but for now iam just "blocking" it out, i will be adding minor details onece this process is complete.

both LRM racks are shareing the same texture sheet for the moment, i plan on creating a seprate texture sheet for the second missle rack to give the mech a unique feel.

again Rendering process was Mental ray with a Sky light and Omni Light.












Higher resolution images will be posted once the Textureing is completed. enjoy :)

Mad Dog WIP

ok so i had an idea about the Mad Dog and i felt like i should run with it.

Modeling

the Mad Dog i created was original done in Lightwave, so i decided to clean it up in 3DS Max. there wasn't much to clean up just a few polys here annd there. the arms and Legs where re-modeled to resemble the latest version from the Technnical Readout books.

Unwrapping

once the cleaning and remodeling was complete it was time to Unwrap the model, i decided to look at example of unwraps from the old Mechwarrior 3 and 4 games i decided that the Mechwarrior 4 UV Template was the most efficent way to unwrap, each limb of the mech got a corner of the UV.

Texturing

i had sevral times started a texture for this mech but i was never pleased with the unwrap or texture, so i felt that i should streamline the process down, going back to the UV unwrap stage i seprated the mech into 8 channles. Each limb had its own channle and UV space this meant that i could work on the mech in "chunks". i was happy with the new unwrap that i had decided to use and sent the model into Mudbox for texturing, i decided to use Mudbox over Photoshop for the texturing duration of this project. my main reason being that it allows me to paint directly onto the mesh this allows me to define the endges of the mech so i can add small detail such as scratches, the direct painting also helps avoid seams appearing in the textures.
i am still currently using Photshop during this project however. i used Photoshop to create the stencils that i used in Mudbox to give the mech it the weathered look. i also used it to add the Smoke Jagaurs Insignia and Unit Insignia.

Clan Smoke Jaguar Isignia.


7th Jaguar Dragoons.












Mad Dog WIP Centre torso Textured and almsot complete, i just have to finish off the Cockpit.