I’m trying to model a Javelin, from the just announced EA game Anthem. I’m not really used to mechas, usually, I focus on organic characters and I have some troubles figuring out the modeling steps.
Could someone detail the steps I could take to get closer to the reference ? Give me some advices on how to model a mecha/exosuit ? Should I split the model into parts ? Sculpt it ? If so, how does retopology go ?
I dont think its wise to use the “large, smaller, small” workflow that you are used to when modelling organic, however everyone has their own way of doing it. One thing i would advice from MY workflow, keep in mind this is not nessacarily the “correct” way to do it, is to completely separate “blocking” and “modelling”.
Blocking is the first stage, that you are likely used to, here you should restrict yourself as much as possible to primitive shapes, only use cubes, and simple extrude modelling, dont deform them too much, and DONT use sub div surface! sub div is used differently in hard surface modelling, and is among the last things you do.
Here is a good example, notice how hes only using cubes and cylinders, with a few bevels here and there. Limiting yourself will let you focus more on design and proportions.
Then when this is all done, accept the fact that everything you’ve made will be deleted, dont get attatched to it, and focus on small pieces at a time. Im talking REALLY small pieces
like this tiny dulk on his shoulder. The more detailed pieces you get done, the easier it gets to fill inn with bigger shapes.