Need help cleaning up my mecha model.

Finally finished a rough version of the Hannibal UN labor from the movie Patlabor 2, this is what Im aiming for -
http://i715.photobucket.com/albums/ww156/vardantphotos/al-97b-var-un.jpg

So far Ive managed to produce this -

Ive only been using blender for about 6 days so I know its a bit rubbish 2bh, the proportions are all wrong - anyways, Im trying to get the details in, and clean it up a bit for my mod as a place holder.

The first thing I want to do is remove some polys as It has a huge amount, so I need to get rid of some, but manually deleting all the verticies is taking for ever and it continually deforms the model.

Second, I want some areas smooth, and others sharp, but I dont know how to ‘set smooth’ which is daft as Im shure It was in the tutorial I watched.

And finally, half the model is mirrored, but once I get the above done I will want to move the cockpit to the side, as its not ment to be square in the middle, and add the eye on the right shoulder, and range finder on the left, but I have no idea how to do this.

Once I get all this done, well, Im gonna try to rig it for my mod of the rts Men of War, so I dont know if theres stuff I need to do to the model before I rig it as Ive never made a mod for a game, or used a 3d app before.

well you could go to python script forum and check the mesh optimiser

that would help to clean up your mesh and not deform it like when uising decimator

to apply smooth you just go to the F9 panel and on bottom left you clikc on smooth

Salutations

its seems like the whole robot is one object ?
if yes try to separate it to many objects
like arm ,leg ,cockpit etc…
that way it will be more easy to clean each part
and making texture

Mirroring will help u alot especially since you have so many polys
If you seperate all your parts using P in edit mode(i think) you can mirror only certain parts and not others
attached is how you can also mirror stuff against a different object

Looks great though!! cant wait to see how good you are in a month or two…:yes::yes:

Edit: also if you seperate all of your objects it will be alot easier to rig it:)

Attachments


Cheers guys, some very, very valuable advice here, should finally be able to get this model properly finished. Also, when you say split the model up into its seperate parts, would that mean torso, arms, legs, and cockpit, or everything from the fingers, to joints, individual arm sections/leg sections, pieces of armour etc ? Im getting the feeling that everything that needs to move when it comes to rigging needs to be a seperate piece?

So far the only pieces that are seperate are the gyro in the middle between the torso and body, the feet, the hands, lower arm, elbow shoulder and shoulder pad, everything else is one object.

Im probably gonna delete the body and cockpit as its just so un puportional, and a real mess compaired to the legs and arms.

Ive just downloaded some 3 gig of riging tutorials so I’ll watch those once I uv map this beast.

And cheers for that comment blend maker, Im also looking forward to seeing how good I am in a month or two, just gotta stay motivated.

lets say i will try to keep the part close to reality
sometimes its easy to put SMALL parts as same object
you should take 2 things in mind
(i guess there is more , but i am a new to blender also , 5 month something like that )

  1. how dose it look

  2. how easy life u are making for your self
    when using multiple objects you can hide all
    other object beside the one u are working on
    u can do it also in a single object by hiding some faces ,
    or more easy hide a vertics group

for example i will build a leg with 4 or 5 objects

another good tip
most likely you are using the mirror modifier
SO
put an empty in the middle of all parts,
and all objects that have a mirror modifier , Let them be mirrored by the empty

see attached blend file

Attachments

mirror.blend (418 KB)

also there is a short cut to copy modifiers between objects
i forget what the keys are :slight_smile:

Hello,
I think the splitting helps having parts made invisible in order to turn around the visible to work more accurately on it.
Now, for how much you’ll split will mostly depend if you want to animate the caracter or if it’ll be more like a still scupture…
Anyway, it’s a nice job with only 6 days of Blendering! Bravo!

Wow thank you guys, didnt realize so many people would help me out on this one. Right, Ive come to the last hurdle (as far as modelling goes) I cant figure out which key/command combination is used to set an edge sharpe, so when I subsurf, not every edge is smoothed out.

one way you make different parts smooth or rigid(solid) is if they are seperate objects you can click set smooth in editing( F9 ) under links and material
you can also make it solid…when you click set smooth it actually doesnt smooth it out but when you render the image or see it in a game for your case it will just look smoother

You can also highlight different verts in a object and have different smooths and solids in a object

Also you said this is going to be made for a game,i just want you to keep in mind that you have about 10x or more verts than what you should have…what you have right now would be a very laggy game
Same goes with rigging, in games you should have as little rigs as possible for moving around…
Its fine if you have lots of rigs for a short movie clip or for a pose but in a game it can be very hard to set up with lots of rigs

Cheers! :slight_smile: