I’m just practicing with Blender (as we all are) trying to learn some new techniques for how I build things of a reasonable complexity. This model is by no means “complicated” but the idea is that I attach “nurnies” and “gleeble” or whatever you call it Anyhow! Here it is:
Anyhow, its a start for some type of robotic structure. I kinda got the inspiration from those deep-sea submersibles with the neat-o gripper claws. But this one is more like something you’d use to scrap cars…
The metal texture is procedural, and I got it from a tute by Alex Penner called “Rust Ball Micro Tutorial” which I found in this list which is located here. Thanks to those who put the info together. I think the texture came out fairly well…not fantastic by any means, but hey, its a start! Any C & C highly appreciated! Thanks!
I like the texturing alot. Looks very light-weight-metaly (aluminum?). Could you render the same picture without the fog, so the material stands out clearer?
In terms of grippability, you might want to add another claw, so when it grips around a rod/pole of some sort, it does not flip it (try lifting a pen or something with 2 fingers only, next to eachother Perhaps 2 claws on top and the one you have on the bottom… perhaps
Thanks for the feedback! Here’s an update on it. I’ve added some hydrolics (thought not the hoses yet, that’ll come later) and I’ve made an adjustment to the positioning of the claws. I’m considering a few ways to make it so that the gripping power is distributed better so look for an update on that soon too. Thanks!
the second hand looks as a practice skecth by u, if i’m not confusing u with someone else, u do things way better. but i like it, though itmay not seem so
I like it. I would recommend studying hydraulic components for a more accurate reference. The landing gear of airplanes is a good example, as are various types of construction machinery. Maybe a hose for the hydraulic fluid would be good.
Great update, but you need to add one more finger. Because did you ever tryed to grap something from the ground like that arm does. When you try, it will fall again, this only works when the fingersn are paralel together. So add one more finger.
There you go! Very nice. Personally I would tone down the visible light alot (even more :), but everything else is great. There is something “plasticy” about visible light not going through a grid or something that brakes it up alot…
The reason I’ve got the volumetrics turned on for those is that eventually I’m going to use them to light the whole scene to give sortof a “dust” look to the air. (that is the purpose of volumetric lighting after all) So right now they’re just temporary the way they’re set up. I really just wanted to get an idea of how they’d affect the way the model looks and I find I like the softness it gives the edges of things.
I’m not quite sure what kind of environment I’m going to put it in yet so I’m open for suggestions. Thanks!
Thats a pretty clever idea! I must admit I had something more along the lines of an industrial setting in mind…perhaps I could combine the two! Industry on the seabed! We shall seee!
Nice job. I like it, but one thing … halo effect is too shape, but shader looks vegy well.
Btw.What version of blender did you used?
If 2.28/2.28a what shaders?