|
MODELING THE ARM COMMANDER USING AMAPI PRO 7.51, HEXAGON 2.2, CARRARA PRO 5.1, AND VUE 6 INFINITE I was in the mood to model something using NURBS. A quick Google told me that there were hardly any 3D models or renders made of the Arm Commander outside of the original game. So I thought I'd try modeling one myself. This is the original Arm Commander model used back in 1997 for promoting Cavedog's RTS game called Total Annihilation.
It was modeled in Lightwave at the time, I believe. My version of the Arm Commander will be slightly different because I have additional sources I'll be working from. And also because my goal isn't to make an exact copy of the original model.
Here are the legs of my model so far. Mostly made up of cylinders and boolean cuts using Amapi Pro 7.51. I may seperate the parts of the feet later so they'll each have their own texture. Right now the foot and toes are all one piece.
I re-did the ankles and seperated the toes from the feet. The torso is actually in two halves. I was hoping for it to be just one piece to avoid any seams down the middle. I may redo it.
Managed to get the two halfs of the torso welded together. Also shrank it some (I didn't realize just how small the torso actually was). The upper legs were shrunk, too. The left arm and nano-lathe were added.
I lengthened the left arm a little and added the D-Gun (right arm).
The Arm Commander's head and anti-matter backpack were added.
Slapped on some small details.
Another update. This time the head was made smaller and the legs and anti-matter backpack were made thinner. And the hip was replaced with a new one. The Commander is a bit taller now as a result.
Now for the scientific rust test.
And an experiment on sheet metal and rivet use.
An old layer of paint and some extra rust was added.
Lighting was installed and texturing of the D-Gun was begun.
Here's a rear view so far. I used the same yellow paint on the anti-matter tanks as I did on the chest. The metal plating for the head was made darker.
Most of the texturing is done. The left hand (nano-lathe) is the last part to do.
This is pretty much it for now. Glow was added inside the bridge. All that's left to do now is pose the thing and add some special effects maybe.
But first a request to see a cleaned up version.
And with fresh painted decals.
One more render before posing (I promise) of the aged texture version. The hip was replaced with a new one. And the scratched up edges now reveal shinier metal underneath. Indirect lighting and caustics were enabled.
Now what is he up to? I forgot to add some FX to the Nano-Lathe. Here is a quick test.
Finally, we're done with this thing.
Now to export this model and its textures into Vue 6 for some cool outdoor rendering.
While waiting to hear from a plugin developer about texture baking, I thought I'd work on the scale for the scenery. To be continued. <-- Back |