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Guncannon — 3D mech

Published: 2009-02-14 06:21:58 +0000 UTC; Views: 1091; Favourites: 4; Downloads: 30
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Comments: 34

Devonition [2009-04-07 23:07:31 +0000 UTC]

wow, cool

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Guncannon In reply to Devonition [2009-04-10 21:25:06 +0000 UTC]

heh, thanks :3

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Linitha [2009-03-04 16:03:39 +0000 UTC]

Nice. SO I have to draw this? Kewl.

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Guncannon In reply to Linitha [2009-03-05 00:31:04 +0000 UTC]

If you'd be so kind. :3
And thanks. :3
And thanks for the fav. :3

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Linitha In reply to Guncannon [2009-03-05 01:23:35 +0000 UTC]

Mhm

NP

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The-Russian-Gestapo [2009-02-16 23:07:42 +0000 UTC]

Wayhey! Someone's gearing up for SN2 in style...

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Guncannon In reply to The-Russian-Gestapo [2009-02-16 23:37:58 +0000 UTC]

Yes and no.
This was actually started as a slight lulz/fandom project for a robot shooter I play, Exteel.
But then I lost interest and kinda dropped it after the core/body.
Then I found this contest and started it back up, using random sketches and ideas and trying to make it into something workable. Instead I got this, lol.

But it is quite possible this will be a pre-cursor to things to come.

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The-Russian-Gestapo In reply to Guncannon [2009-02-16 23:49:19 +0000 UTC]

You should work at the 3D thing, man, it looks promising. Look where it got Degulus.

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Guncannon In reply to The-Russian-Gestapo [2009-02-16 23:55:25 +0000 UTC]

Perhaps, but I ain't got no practice with environments and the only program I have/know right now is Google Sketchup... and as anyone who's used it can tell ya, it's pain in the ass to do non-uniform curves (or more specifically, anything without strong circular influence). Which with the kind of mechs people like to make these days becomes even more of a problem....

But you have given me some possible ideas that could turn out great.... or horribly blow up in my face....

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The-Russian-Gestapo In reply to Guncannon [2009-02-17 00:01:25 +0000 UTC]

Well, I'm glad that I provided some inspiration anyway.

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Guncannon In reply to The-Russian-Gestapo [2009-02-17 00:09:09 +0000 UTC]

Well how would you think "mixed media" entries would blow?
Cause other than that the only problem I can think of is making the opponents in a timely fasion....

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The-Russian-Gestapo In reply to Guncannon [2009-02-17 00:16:16 +0000 UTC]

Mixed media is cool, as long as it's readable. If it looks good too, even better.

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Guncannon In reply to The-Russian-Gestapo [2009-02-17 01:02:47 +0000 UTC]

*looks around for people... thinks....*
Well the idea I got is to use 3D for the mech's and the fighting and draw the characters/etc.
Kinda like what they did in the Batteltech cartoon. (If you haven't seen it before they basically used some gimick as an excuse to do the majority of the mech battles in 3D while everything else was regular animation)
Just not sure if the transition from drawn to modeled and vice-versa would be a good idea or not. :/

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The-Russian-Gestapo In reply to Guncannon [2009-02-18 00:37:03 +0000 UTC]

Depends if you could make the drawing snazzy. Pencil drawings won't really gel with the nicely rendered 3D mechs.

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Guncannon In reply to The-Russian-Gestapo [2009-02-19 02:57:54 +0000 UTC]

You mean blend in together (both present at once) or work together (both used separately) well?
Cause I was thinking of figuring some gimick or some rot as an... guess I'll just say excuse, for the mechs battling being in 3D while other panels/scenes would be drawn or something.
But if you meant the ladder as well, then so much for that idea :/

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The-Russian-Gestapo In reply to Guncannon [2009-02-22 03:54:55 +0000 UTC]

I meant that you'd probably have to actually ink and colour the 2D elements if you wanted to use them alongside 3D renders. Even then they would stick out a mile, but at least when inked and coloured they would not be so obvious when compared to the 3D parts.

If you can't ink stuff conventionally then you could always do it digitally, I suppose. Not sure if GIMP supports layers, but I hear it's free and a pretty good program for that sort of thing.

Of course, I suppose you could switch between 3D panels and 2D panels, but again, the transition from 3D-in-colour to pencil sketches would be a bit jarring (I'd still recommend inking and colour for the 2D panels). You could probably still make it work with a good script, though. Maybe.

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Guncannon In reply to The-Russian-Gestapo [2009-02-22 06:52:24 +0000 UTC]

Oh. Well good time as any to try and make a habit of coloring drawings. XD
Meh... then again I think I'll just stick to one media.... blech... I'll figure something... eventually >_<

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Jazon19 [2009-02-14 08:38:30 +0000 UTC]

NICE

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Guncannon In reply to Jazon19 [2009-02-14 08:52:32 +0000 UTC]

Thanks :3

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Jazon19 In reply to Guncannon [2009-02-14 10:46:53 +0000 UTC]

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ThornedVenom [2009-02-14 07:57:55 +0000 UTC]

Nice, I haven't done any character modeling yet. However, I was watching Casshern today and I've noticed something that people systematically forget when they're making biped mechas: how do you make sure that the center of gravity stays on one foot when the other is lifted? There has to be some way to compensate for it through hip movement or leg axis, etc...

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Guncannon In reply to ThornedVenom [2009-02-14 08:48:54 +0000 UTC]

Aye, ye make a good point.
Unfortunately I didn't have too much time to think on it... but I think it's relatively balanced... that and I kinda intended it to be a bit "off-balance", in the sense that some vehicles/machines/mecha are simply harder to control than others... or some junk like that.

I'm really too tired to give this much thought right now....

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ThornedVenom In reply to Guncannon [2009-02-14 13:05:38 +0000 UTC]

You'll see what I mean after some rest.

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Guncannon In reply to ThornedVenom [2009-02-14 20:32:18 +0000 UTC]

Yeah, after I rested I remembered an oversight I'd forgotten to correct when positioning the thighs
That and I probably should move the feet a bit forward....

Meh, I'll have to look more into this on model XD
S' pose it didn't help that the core was originally from some other project that included it having a "backpack" booster.

But thanks for pointing that balance issue out. I'll keep that in mind next time I make a mech.

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ThornedVenom In reply to Guncannon [2009-02-14 21:18:55 +0000 UTC]

If you're going to use human reference, more in Gundam style, then I'd give you a heads-up about human anatomy: the leg bones are tilted inwards from the front view, look at reference.

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Guncannon In reply to ThornedVenom [2009-02-23 21:18:45 +0000 UTC]

Sorry for the double comment, but here be an attempt at a walk pose with it.
How's it look?
[link]

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ThornedVenom In reply to Guncannon [2009-02-23 21:24:02 +0000 UTC]

The hip mobility is a lot better, but I'm just a bit concerned about the reverse joints you have (instead of normal knees) because they would have to carry the legs over those big "ankles" you have.

You'd also might want to think about the posture: from the profile view, the robot's weight is too much forward, which doesn't help with those knee joints.

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Guncannon In reply to ThornedVenom [2009-02-23 21:38:12 +0000 UTC]

Yeah, that was what I was originally refering to when you commented about balance.
Which is why I'm thinking of reworking the model later on to make it better balanced.

But what do you mean by "ankles"?

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ThornedVenom In reply to Guncannon [2009-02-23 21:43:13 +0000 UTC]

I meant the bell-bottom pantlegs.

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Guncannon In reply to ThornedVenom [2009-02-23 21:50:27 +0000 UTC]

Ahh, thought that might be what you were talking about... yeah upon closer look they are a little bit larger than they probably should be.
You think if I pulled their width in by about 10-20% that would do the trick?

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ThornedVenom In reply to Guncannon [2009-02-23 21:51:27 +0000 UTC]

I can't give you all the answers: some things you have to try for yourself.

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Guncannon In reply to ThornedVenom [2009-02-23 21:57:05 +0000 UTC]

Heh, my bad. I shoulda figured I was asking too much.

Well guess I'll find out when/if I work on it again.

Though for now I think I'll stick to trying to refine through new stuff before I go refitting anything.

Anyways thanks for the help.

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ThornedVenom In reply to Guncannon [2009-02-23 22:07:31 +0000 UTC]

Cheers.

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Guncannon In reply to ThornedVenom [2009-02-23 20:11:10 +0000 UTC]

Oh, you mean the shoulder to shoulder bit of the center.

Well if you look there's enough room between the thighs and groin for the kind of hip movement needed for the center of gravity to stay on one foot, at least long enough for the other foot to touch down. Well least from what I can imagine....
I'll have to go into the model and check to be sure....

But yeah I probably could have made the legs better in that regard.

Well next time I know to keep that in mind.

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