Another capture of the high and low poly bot models, both with and without the wire frame. Also a larger render of the high poly (with a little bit of Photoshop to fix the extra shadows caused by some floating geometry.
The concept art is credited to Junji Okubo, who often works under the name Izmojuki. He’s done work for dozens of games and movies. His web site is here.
I wish I could have credited him sooner, but didn’t have enough information to go on until now. If I’ve mis-credited this please let me know and I’ll correct it.
UPDATE 2012-02-19: Corrected the concept artist credit.
Here’s the final, triangulated low poly version of the bot. I managed to squeak in just under the 5,000 tri budget, while still getting all the detail I needed into it. I’m also trying something different with the rendering, I think it’s clearer and just looks nicer in general.
I should have the high poly version finished and posted some time later today.
Our assignment has changed, and the forklift has been pushed back (they really are preparing us for real life). Now we have this bot we’re doing from somewhat limited concept art. This is the body and part of the leg structure. It will make sense once I post the full bot on Friday.
Here I’ve superimposed the proxy model (as a wireframe) on top of the in progress low poly model. I enjoy working like this, and I think it’s coming along nicely.
As a side note, I’ve been exploring some tutorials for another modeling package, SoftImage. It’s similar to Maya, but different. So far I think I like it better, but I guess we’ll see. There are half a dozen other modeling and sculpting programs I need to learn, so I’ll have plenty of basis for comparison soon enough.
Not a whole lot to show yet. On the left is my proxy (for reference), and on the right is the very beginning of my low poly model. Next update I’ll have a whole lot more done, promise.