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Drill (1)

Posted: Sun Oct 20, 2013 6:21 pm UTC
by Viech

Have a look at the Drill concept made by alex_bo:

Image

The Drill is the resource mining structure of the human team and collects some invisible resource floating around everywhere. Neutrinos, purple matter, space vibrations, something like that. :grin:

The model should be rotationally symmetric and doesn't need to have an animation (but it can have one if you figure something out). Style wise, it should be similiar to the reactor. However, it needs some different features to clarify that it doesn't distribute power but collect a resource:

  • The glowing core will use a different color and effect.

  • A potential animation of the Drill should not include stuff rotating around its core.

  • The drill will also be much smaller as the reactor, less than half the height/width/length (so less than one eighth volume wise).


Re: Drill

Posted: Sun Oct 20, 2013 7:36 pm UTC
by sinusoid

OK, I'm taking care of the model+texture+animation.


Re: Drill

Posted: Sun Oct 20, 2013 7:45 pm UTC
by kharnov

You'll want to stay around 6-8k tris, and the textures should be in 2048 lossless.


Re: Drill

Posted: Mon Nov 04, 2013 1:59 pm UTC
by Viech

sinusoid, can you show the status of the model?


Re: Drill

Posted: Mon Nov 11, 2013 2:07 pm UTC
by sinusoid

Viech: yes, sorry for the delay. There was quite a bit of family-related turmoil here, and things were slow for the past two weeks or so. Getting back on track now, though on mobile internet.

So, this is a block-in, mostly faithful to the concept (using a single core instead of the three hinted on in the sketch, but proportions are dead on)

001.blockin.jpg
001.blockin.jpg (24.45 KiB) Viewed 727 times

then I gave it a sculpt pass, to block in details and work on the silhouette - and I'd like some input on it, since I decided to go 'inside-out' with the details compared to the generator. The structure will be much smaller, so I thought that a more intricate shape would be better for it. I'm also designing it for a vertical, non-rotational movement, as per guidelines.

002.sculptpass.jpg
002.sculptpass.jpg (56.53 KiB) Viewed 727 times

I started to test+retopo from the sculpt, to see how the workflow goes, gobbling up some tricks I picked up in the mean time to simplify topology:

003.retopo.jpg
003.retopo.jpg (21.62 KiB) Viewed 727 times

It's a second pass due to a power outage at the new place :/


Re: Drill

Posted: Mon Nov 11, 2013 2:47 pm UTC
by Viech

I haven't seen sculpting in hard surface modeling before, will the result look smooth?


Re: Drill

Posted: Mon Nov 11, 2013 3:58 pm UTC
by sinusoid

Viech: just as in the last screenshot. None of the sculpt will be left in the final model, I'm using the sculpt as a spatial reference point only.
The final effect won't be much different than the one Chris did for the reactor (though I hope I can match in quality!)

(you can sculpt hardsurface, but that's rather tedious and less straightforward than doing it from the mesh, at least with the tools available at present).


Re: Drill

Posted: Mon Nov 11, 2013 5:49 pm UTC
by Viech

I see, looking forward to the result then. :smile:


Re: Drill

Posted: Fri Dec 27, 2013 3:50 am UTC
by Viech

Any update? If not I'll have to reassign soon.


Re: Drill

Posted: Fri Jan 10, 2014 4:21 pm UTC
by Viech

I thas been more than three weeks since the last update, I'll close this attempt.