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December 20, 2011
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Bot Design HP 01 by 31883milesperhour Bot Design HP 01 by 31883milesperhour
Started up a robot design for my industrial design course in school.. will take it to game res eventually. All Zbrush
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:iconnotwalyllib:
NotwalYllib Featured By Owner Jun 14, 2014
Damn that's a amazing model 
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:icon31883milesperhour:
31883milesperhour Featured By Owner Jun 16, 2014  Professional Digital Artist
thank you!
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:iconandrescuccaro:
AndresCuccaro Featured By Owner Apr 20, 2014  Hobbyist General Artist
That's pretty d*mn epic! And it looks so heavy and badass! Awesome work :)
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:icon31883milesperhour:
31883milesperhour Featured By Owner Apr 22, 2014  Professional Digital Artist
ah thanks a lot!
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:iconandrescuccaro:
AndresCuccaro Featured By Owner Apr 22, 2014  Hobbyist General Artist
You're very welcome! :D
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:iconcatalanomedia:
CatalanoMedia Featured By Owner Mar 21, 2013  Professional Digital Artist
So how did you achieve the hard surfaces in this? Extracting the meshes then decimating?
When I extract a surface then "re-mesh" is softens the polys too much.
I don't even know where "decimate" is located.
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:icon31883milesperhour:
31883milesperhour Featured By Owner Mar 24, 2013  Professional Digital Artist
yes, exactly.. that's all I did actually.. but it hurt my machine a bit because most of my extractions needed to be huge poly counts to hold their shape. I did eventually get around to decimating my mesh, and it runs a little easier now, but it still bogs down my machine a little.. i need to get back to this character at some point and do a low res and texture pass. The Decimation Master is located in the Z-Plugins tab at the top of your screen. If it is not there, you can download it for free from Zbrush Central. I actually have a better work flow that I use now for hard-surface stuff for Zbrush.. Since my machine is lower end, I have to base mesh everything.. it sucks to have to work between 2 applications, but I have to do what I have to do. Stay tuned for some tutorials about this. The tutorial has been explained a bit from other people, but I'll put in my two cents in the pot as well.. Keep an eye out..
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:iconcatalanomedia:
CatalanoMedia Featured By Owner Mar 25, 2013  Professional Digital Artist
Thanks a lot for the informative reply.
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:iconn00sh:
n00sh Featured By Owner May 28, 2012
This is awesome. I really dig the rock-steady appearance he has. Looks like a force to be reckoned with. I can definitely see the Mike Jensen influence ;) The only thing that I would change thus far (and this is totally just me, and it's such a small thing) would be the screws (or bolts details) of the inside shoulder joints. They just look like bumps in the metal where everywhere else you have used a cool screw alpha to create that detail. But once again, that's just me. Looks great! I love the silhouette.
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:icon31883milesperhour:
31883milesperhour Featured By Owner May 28, 2012  Professional Digital Artist
thanks very much.. and point taken.. the shoulder bolts were just stamps and I had just figured out how to create them from one of the recent Eat3D hard-surface sculpting vids.. eh.. ya live and learn.. thanks very much tho :).. I'm learning to be more efficient with my meshes in Zbrush these days.. and dynamesh has made so many things more easy--- next time will be easier.. much appreciated w/ the crits
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