Sunday afternoons are so cool!
I decided to glance at the base once more before I started the back. The pieces were sunk too far in, so I raised them out. I added and pushed a few more vertices around, and…
I then started work on the back bone. Most of it you can’t actually see in the image, so I checked a book out at our local library (Episode 1: the Visual Dictionary) and it has two pages devoted to droidekas. Using this, and looking at the afore-mentioned model from the afore-mentioned site, this is what I built.
@Robo3DGuy: Thanks! I can’t wait to see where this goes too!
@Borgleader: Thank you. I did sharpen a few edges! (There are a few more that need to be sharpened, but I’m getting there)
@DividedSpleen23: Thanks! Isn’t it a cool idea?:yes:
@ALLEYCAT: Thank you. I think I will definitely try to work on the force field, but at this point I think I’m going to use a textured, translucent mesh with the glare compositor (which I have fallen in love with, as my renders show). As for action, well, let’s just say I still have to work on my animation skills. Rather, I have to create them.
@blendermakers: Thanks! At this point, the only thing I can see this in is a still image, but perhaps as I progress, an animation might turn up in the finished projects someday…
@BenDansie: Hmm…Interesting. I was thinking that larger companies, like ILM and WETA, had strictly separate departments for each major area, due to about 40 seconds on a LOTR documentary. (It was on the Balrog, no less!;)) I can understand at least some overlap between the modeling and texturing, because of UV mapping. I could have fun in smaller companies too, though. (“Watch closely, guys! These next few seconds are mine!”)
Don’t worry about the model. I’ve got a couple cd’s somewhere that I just unloaded my mess onto, and deleted off my hard drive. It was that bad.