Odjin's Nano-Tech Battle Armor

:lol: … just that with his nano-tech abilities he would wipe the floor with godzilla… if they would be of the same size though :o

now this update took a lot of time but there has been a lot going on here requiring my attention (pal got gifted a new notebook and i had been the lucky one to install it… :expressionless: ). furthermore i knew that the geometry of the wings are horrible. i made them back then as i tried to find an ok way to do wings in-game (believe it or not but there is no good dragon model in a game yet with good body/wing geometry fully animatable: this one is). hence i had to first fix the wings with usable edge-loops and stuff like that. i added also a screenshot of the wireframe (so please comment also on that one). looks like not much done but the wings have been reworked in that way.

http://epsylon.rptd.dnsalias.net/screenshots/odjin_battle_armor7.jpg

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I really can’t offer and good crits but it looks like the main body might still need some work. I can’t really see the whole wire though so it could just be the tris out of context.

BTW: Your game engine does convert to tris anyway right?

the entire lower part (wraist downwards) is not worked over yet.

my engine does convert to tris in the end, yes. but that’s anyways a high-poly here used for normal-map generation and something else i do not disclose yet :smiley:

Yeah well DUH I just now noticed that you posted wires of the highpoly one. Man I feel dumb, sorry about that :expressionless: .

Anyway looks good, keep at it.

took me a long time before i got back to this one. one reason had been blender 2.41, with a lot of good stuff but also a couple of neck-breakers for script makers :expressionless: . also the game engine took a lot of time. but at the end all gets well so i got back to this guy.

what i did now is mainly rigging. i recreated the entire armature ( with a lot of bones ) to match him in the reference pose. i had to do this as the old armature is meant for Odjin ( image inside ) which has a different reference pose. during this process i also altered some bones, stripped a couple of them ( at the neck, tail and feet where he can not move anymore that well with the armor and additional bones are unnecessary ) and cheated a bit ( like elongating the legs slightly ). after that i have now nearly all rigged except the wings.

furthermore i worked a bit on the mesh correcting problems that occured during the test pose. mainly the lower arms are reworked. i removed the wrist blades as what he will be holding later makes up for it more than enough :wink: . the wrist blades are though not gone. i’ll give them to the other ( similar ) character sporting a similar armor ( hence instead of using them yourself you have to face them, 8) ). with now nearly all rigged i made a pose to make him look better. as you can see, he’s supposed to hold something very mean… it’s up to you to figure out what that could be :wink:

todo:

  • remodelling legs, tail and hands
  • rigging wings
  • uv-mapping
  • texturing
    (?) remodelling shoulder protectors

http://epsylon.rptd.dnsalias.net/screenshots/odjin_battle_armor8.jpg

you better not piss him off or you’re in for a very painfull time :<

this guy somehow got a bit pushed back by all the work that hit me lately. furthermore he gets more tricky from time to time. he’s definitly the most difficult 3d model i had so far in my life. modelling this guy is one problem but getting the joints animatable is a completly different story. so far with the current setup motions look rather good for the hell of time i spend on him. still he’s far from finished. i reshaped the arm and shoulder part as somehow it did not please me. the joint are now befitted with a squeezable/foldable material allowing to move the limbs in this otherwise rock solid armor. also added a shoulder protected ( kind of ). first time i did something like that in 3D. left the other arm as it has been before as a comparisson. also have now an idea how to tackle the hands, which are still unmodelled yet. hopefully it works like expected. the underarm protection plate will be removed and replaced with an ejection device, which holds something mean to play with :evillaugh:

for some reason i have big troubles with those flexible joints. i put some some stuff there that should give the impression of this part beeing flexible wheras the rest is static, but somehow i’m not fully happy with it yet, something’s missing :expressionless:

todo:

  • remodelling legs and tail
  • rigging wings
  • uv-mapping
  • texturing
  • remodelling hands

Edit: also included a render with some simply face-coloring to give an impression on how he looks like in the end. of course this lacks the fine details the texture provides later on.
http://epsylon.rptd.dnsalias.net/screenshots/odjin_battle_armor9c.jpg

long time since i could give a touch to this guy. reworked the arm joints to make them more feasible ( the run around the entire arm, even under the shoulder protector ). animation is now also better than before although at some points some cheats would be needed but as this is not a movie model but only a high-res model for a game there’s no need for that additional hack. also reworked the hand. the fingers have now the joints and shaped corrected. thumb is not done yet.

question left is what color suits the knuckle joints better: gold or red? i can’t really decide.

http://epsylon.rptd.dnsalias.net/screenshots/odjin_bmode10.jpg