WIP: Living Mechanics - Beetle


(MoreK) #1

My WIP for the Living Mechanics contest.

It’s a beetle. Just a very early model. No legs, no texture, no guts, …

Any suggestions?

http://more.mine.nu/blender/living_mech/beetle01.jpg


(kaktuswasse) #2

Any suggestions?

Add details :smiley:

Seems to be nice :wink:


(MoreK) #3

She’s got legs…

Some planning:

  • wooden legs
  • rusty metal sheats
  • maybe some crome in hydraulics…

http://more.mine.nu/blender/living_mech/beetle02.jpg


(kaktuswasse) #4

well, i think it’s a little bit too “flat”…

But other than that: nice and good luck!

cya henrik


(BgDM) #5

I agree with kaktuswasser about it being too thin. Beef it up some.

Keep on going. I like this one.

BgDM


(jordanH) #6

What tools do you use to make the beetle? I am a beginner at all this and want to make good looking curved surfaces like that beetle’s “skin”


(dickie) #7

i love the mix of organic and non organic elements.
i think this is your best work so far More!

maybe a little more volume to the body?


(rixtr66) #8

i like it!keep at it the mix of sharp and smooth work well

rixtr


(pofo) #9

Looks cool
The things in front don’t look like they can move.

Good job so far, keep at it.

  1. pofo

(MoreK) #10

Thanks guys for the comments! I must agree she looks little underfed…

What tools do you use to make the beetle? I am a beginner at all this and want to make good looking curved surfaces like that beetle’s “skin”

Nothing special:

  • create a mesh (e.g. plane)
  • subdive to get enough verticles (e.g. bug’s front sheat is something like 16x16 verticles)
  • to get smooth curves i’m using proportional vertex editing while in edit mode
  • then just move verticles around: drag&drop, scale etc. to get a desired shape

Btw. I’m not using subdivision surface here but just trying to add enough verticles to get smooth surface.

Oh yeas and i’m using beveling in all edges (sheat, legs…). Look at this thread:
http://www.elysiun.com/viewtopic.php?t=3980

Although bevels take little longer to model, the result is - IMO - fantastic! Besides renders look better, it gives me more control how the model shapes. I can “smooth” and the edges are still where they were planned.

And finally the lightning here: I wanted to try Global Illumination simulation (found in some tutorials) during the WIP, it works great too. I’m not sure about the final scene lightning, haven’t decided yet.


(MoreK) #11

I have been feeding the bug lately, what do you think?

http://more.mine.nu/blender/living_mech/beetle03_1.jpg

http://more.mine.nu/blender/living_mech/beetle03_2.jpg


(rogerm3d) #12

Looks a lot better
I really like it without its top
Maybe you could make some metal plates for each of the ribs(?)
rusted metal or maybe polished aluminum plates.
And then remove some of then so you can see the guts.


(sten) #13

great !!!

I love it…

darn !! what a competition, to many and to good artists !!! :stuck_out_tongue:

hehe


(Stungun) #14

I like it a lot

damn, lighting like this always makes stuff look great and a bit “lightwave-ish” or “3dmax-ish”, at least more advanced lighting then blender used to have

i’d start texturing if i were you, add more details later if you need them

keep on buggin

  • Stungun

(B-headed) #15

great job…
now for some textures…

It looks great without the top, but you can still leave them and give them a see-thru texture, glassy-like…


(gecko) #16

cooool!! great mixture of nature & techics. looks sweet…


(blengine) #17

i really like it! the caged one is great looking.this is gonna rock in a scene


(MoreK) #18

Thanks again for your comments and suggestions.

damn, lighting like this always makes stuff look great and a bit “lightwave-ish” or “3dmax-ish”, at least more advanced lighting then blender used to have

I saw WIPs rendered in this kind of lightning first in CGTalk and was wondering how they were done. (I guess it’s a built-in feature in some commercial 3D packages.) Then I found a tutorial about Globel Illumination tutorial for Blender and voilá, that was close it. There seemed to be two ways to fake Global Illumination: 1) material emitting 2) “dubliverted” spot lights. I’m using the latter, I find it easier. It just requires some practice to get dublicated spots to a correct location.


(S68) #19

/me too likes the secon (without top) one :slight_smile:

Stefano


(MoreK) #20

Here’s a new version, now with some texture. Shells are too shiny I think, I’ll fix it later. The wooden legs’ color does not fit to the greenish shell either, I’ll fix that later too. And the other parts need even more tuning.

And I’ll try to have time for glassy shell version too…

All comments are welcome!

http://more.mine.nu/blender/living_mech/beetle04.jpg