Got a lot of improvements for him and would like to hear what you think about the current shape, material for the body and all sorts. I’m quite new to materials, textures, lighting and rendering. I used to just model and leave it all… I like modelling.
I’m going to do a render of him with his arms in, and then one with his arms out. I will then do the moon scene with him in and maybe an animation later on.
I’m pondering what to do about textures. I wanted to go for a fresh from the factory look. Nice and clean with no scratches and what not. But then he might look a little too plain? Ah well, we’ll see.
Very nice indeed Wes.
With the right textures and environment, I don’t think it will matter if it’s new or not - that said, it’d look ‘cooler’ to my eyes if it was dirtied up a bit. I think that that is a great deal of the look that Wallace and Gromit has, on top of the clay look.
Two things that grabbed my eye were
(1) the side hatch - it appears to extend further in your model towards the front and top of the cooker, making it appear larger than your ref.
(2) the inset part around the dial on the right - it looks to me like the ref image uses a convex opening, rather than a concave one. I.e the ref looks like the inside 1/4 of a torus, yours looks like the outside 1/4
If it makes a difference: - I’ve not seen an image of the cooker, other than this one here. -
I think the handle for the oven door would sit higher, unless you have another ref that shows otherwise. I’d check my tape of the short (have 'em all – great stuff!) but my VCR went belly up recently
You probably don’t have it UV-unwrapped & mapped yet, but if you want to get the “grunge” look you’ll likely have to. Think about “unperfecting” some of the seams between the parts, even for a “factory fresh” version, as it might give him more of a “character” look and less of an “appliance” look ;).
Here’s what I meant with (2) in my previous post.
The reference image looks to me like the left side of this image, while your model looks like the right side of this image.
It’s just a matter of which 1/4 of a torus you use.
enhzflep: Ah I see what you mean! I changed that and it does look a 'lil better, thanks. Also thanks, because I then changed the socket on the mid-right, which I might not of picked up on if you hadn’t of said about the other thing.
chipmasque: Cheers, I changed the door handle position and also made it a little less fat, as well as the door itself.
The problem is now it blends in with the overall door so I might change the material of that to chrome or something. In the original animation it is the same colour, though.
Also, I was afraid you’d say about the UV. First time I’ve ever done it for the money counter on the top right. Looks blurry… I don’t know how to fix this really.
You sound like I think. To bad I’m still (for the most part) actively working in this mindset. I usually end up screwing up really promising pieces with materials and textures (and lighting oh my! lol sorry i had to…and it’s true), then I scrap em without ever looking back because I’m to annoyed.
As far as crits. He looks a bit like a childrens toy replica at this point. Try working with that specularity a bit more, and that view may change though. You see how in your ref the reflected light covers a “smaller” area than in your model? Try adjusting just that hardness alone and you may be striaght.
[quote=HouseArrest;1050396]You sound like I think. To bad I’m still (for the most part) actively working in this mindset. I usually end up screwing up really promising pieces with materials and textures (and lighting oh my! lol sorry i had to…and it’s true), then I scrap em without ever looking back because I’m to annoyed.
Yeah i get like that too but hey, your model, so far so good hehe
So this here is everything with materials. I’m not happy with the money-wheel. Very blurred and you can tell it’s an image. Also the knobs on the mid section need to be darker… The control panel is so horrible I don’t even know where to begin.