Hey everyone! Thanks for all the compliments and advice
Jeez, so may replies! Time for an lengthy reply of my own! Sorry no renders today, i’ve since learned it might be a better idea to wait until it’s more complete since i’ll get haggled for things that don’t look finished, lol. However, I will have some wireframes up soon. Especially if you already posted, I recommend checking out my long reply because it offers some insight into what’s been going on and what i have planned. Anyways…
Lirmont: heh, thanks. No, i wasn’t referring to the spec, both sets of muscles have the same material, just the shoulder girdle muscles are still being modeled and crafted. And as for your post script, just curious, but what country do you hail from?
Roger: Thank you, i am also very proud of the plastic shader (and it’s only going to get better!) I don’t have any special plans for hands or feet, but i’m still pondering certain aspects for the head design. I, Robot like single piece silicon structure? Or perhaps plastic plates… Maybe something that’s more robotlike and doesn’t exhibit all human facial features…I dunno
M-K: Thanks bud. Yea, don’t worry about the shoulder, it’s not done yet. Yes, i’ll post some wires.
JediJapan: Hmm, thanks for your …words. I put the spec there just for you
Renny2077, Kormiic: Thanks guys.
Nehpets: Come on, don’t be sour. A few fanboys never hurt anyone. Lol. In reality though, I’m glad someone finally stepped up and got down to crits. Unfortunately, i was fully aware that the arm and shoulder joint look unfinished. However, you (and Duoas) have given me the idea to create some plastic for the deltoid area, so thanks for that.
Duoas: I appreciate your analysis. I spent a bit of time looking at how my own arm rotates, and the way i designed the arm actually allows the wrist to rotate 160 degrees without clipping! however, the forearm shell does not change position, just the ulna and radial shafts do, so it looks a bit out of place. I’m planning to redo the insides of the arm, maybe the outside as well. However, your explanation of the elbow helps alot. I may or may not incorporate that into my own bot, but it’s good knowledge nonetheless.
As for the hip setup seeming flat, that’s because i don’t really have ways to add muscles to the front without obscuring sight of the ball and socket joint i made, and it would interfere with range of motion a bit.
And uh, what’s so creepy about it? I’m sorry you feel that way, but when it’s closer to completion and everythings in place it will be more coherent.
Fweeb: Actually, the muscles weren’t in my original concept, but i like how they are turning out.
Nephets #2: Well as you said yourself it’s a free forum, so opinions run rampant. But it’s true that there are still many things to be worked on. I had been planning to not have a WIP thread for this because I sort of foresaw this, that people would see it and have high expectations and nitpick things like unfinished portions (i should’ve kept the shoulder for another render, lol) or lighting when i’m still in the modeling stage.
Nelis: As for the body panels, they will appear more scratched up, but don’t worry about the legs -that’s just a perspective issue.
Alicopey158: You yourself are a talented blender-user so thanks for your insightful post. I varied the spines a bit more but i’m sure you noticed this is based fairly loosely on the human skeletal system. Thanks for the advice
Spin: Thanks dude. I haven’t submitted my previous works to finished projects, but I’m very certain you’ll see this one there at some point. The reason I haven’t really finished the other works is because frankly, i’ve come to realize they’re crap. For a begginner such as myself, i now understand that it would be unwise to sink a lot of time in adding details and finishing the image because they are more useful for the modeling/materials experience than anything else. Yes, i have spent about 25 hours or more on this already, but that’s far faster workrate than my previous projects. And thanks for letting me know this “ain’t a bad Kansas15”