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Sol Invictus by Xels034 Sol Invictus by Xels034
Recently I saw Transformers and Terminator 4 on DVD, and wanted to model some robot or battlesuit. And thats what came out of it. It's no transformer, just a badass killing machine. The most difficult part at this model was to get ideas of how he should look like, the actual modeling was quite easy. I also wanted heavy post-pro, I hope I didn't overdo it.
Here is a back view: [link]

Made entirely in Blender 2.5 Alpha, use this image however you want, just credit me und link to this page here :)
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:iconqubodup:
qubodup Featured By Owner Jul 9, 2010
*chin drops*

should you ever decide to release that model and under the same license.. let me know xD I know at least two open source mech games that could profit from it..
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:iconxels034:
Xels034 Featured By Owner Jul 10, 2010  Hobbyist Digital Artist
I will let you know, but its unpropable.

The render looks nice, but the mesh is a mess, and it has waaay to much vertices for a game I assure you :) And on top of that, I'm very lazy, I don't think I would ever redo this, unfortunately ^^
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:iconqubodup:
qubodup Featured By Owner Jul 10, 2010
I believe you :D

Still might be interesting for experimenting with. *shrugs* It does look ffff ing awesome after all. And maybe somebody will feel inspired and redo it, maybe using this one for texture baking (hell, I really don't know. I'm less than a newb when it comes to modeling, so why don't I just shut up? ^^
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:iconphildog:
phildog Featured By Owner May 25, 2010  Hobbyist Digital Artist
Awesome. Would you be willing to post your compositor layout?
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:iconxels034:
Xels034 Featured By Owner May 26, 2010  Hobbyist Digital Artist
Sure, here you go :)
[link]
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:iconphildog:
phildog Featured By Owner May 26, 2010  Hobbyist Digital Artist
Thanks man! Awesome!
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:iconniko40:
Niko40 Featured By Owner May 24, 2010  Hobbyist General Artist
And real beauty it is. :D
Seriously now, this is one of the best mechanical things I've seen that was made with blender. :)

Blender 2.5 is getting more and more better with each day. More and more cool shit just pops around. But I guess that you didn't use the render branch for this. Just a tip regarding the lighting: Try it. It's really fast and gives rather nice results already.

And BTW, if you got some time and will, you could do some of the harkonnen buildings for a dune mod, this style would fit it just perfectly. I said that I might join but I need to "get comfortable" with myself first. I've done only some mechanical stuff and even if it's not really so hard to do, feel I'm a bit too inexperienced in that area. I've already started making the windtrap [link] but you seem to be better suited for the job for now. I'll do that windtrap and based on how it will look, I'll deside if I join. Working in a mod team would show your work to the world better and you get some more attention, could make finding a 3D job easier. If you are interested talk to :icongntlemanartist: Perhaps I'll practise a bit more and try joining later on to do buildings for other factions. :D
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:iconxels034:
Xels034 Featured By Owner May 25, 2010  Hobbyist Digital Artist
Thanks for your comment :) I already worked with the renderbranch, but not for this image. The current trunk version already has approximate indirect lighting. I used it for the ilumination from the small lights on him. AFAIK, the renderbranch is only really needed (in regards of indirect lighting) when you use normalmaps or want to raytrace your indirect pass, because it can handle them, unlike the trunk version. But I didn't use normalmaps, hence I didn't need the renderbranch. I also experianced some more bugs than in the trunk version. It crashes a little bit more often, and raytraced transparencys are extremly dark, almost black. The other feature I know, per tile subdivision is *Very* nice, but also not needed for this image. All in all it wouldn't make much difference what version I would use, but a slightly bigger chance that blender crashes. Here: [link] I used the renderbranch, for the very neat per tile subdivision, and here: [link] for indirect lighting with normalmaps. The second looks a bit poor, and the IL isn't very noticable, but still ...

You're right about the style would fit the harkonnen house. But modeling for games is a bit different. I once volountiered for a game, so I know a bit about the process (allthough not too much ^^) For game models you always have a poly limit, in my usual work, I don't really care about polys, when it's 1M or 2M polys ... who cares? In games thats different. The topology has to be clean and nice, also unlike my regular workflow. Most times I can work a bit inacurate and "ruthless" when it comes to the actual mesh. And game modeling also requieres the thing I hate most about 3d modeling: UV-unwrapping. I really *hate* it, so I always use procedual textures, or cubemapped images. When I really need a UV, I just auto-unwrap it, and paint straight from blender. With this technique only rough details can be achieved, but it was sufficient yet :) I always try to model detail before applying a greeble texture or something ^^ But I guess you are aware of those things anyway :P

But on the other hand you're right that it may be the first step into something bigger, who knows? I will think about it, thanks you mentioned it :)
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:iconniko40:
Niko40 Featured By Owner May 25, 2010  Hobbyist General Artist
You seem to know what you are doing then. A better look at your gallery only proves it. ;P

I'm not using the render branch so actively myself either. Mainly indeed because of those bugs. But I thought the physically correct lighting would fit nicely for this render. Would add a bit more realism/believability. I forgot to answer your question the last time, so no, I don't think you did overdo the post-pro. :)

As for the mod. Yeap I know some things about making a game objects. I usually work with hi poly counts as well (BTW, not that I sculpt much, my personal record is a bit over 51.5 million vertices in a sculpt mode. And I got 8Gb of ram. All the glory to blender for this one though). Nowadays usually everything is first done in hires anyway, to get the normal texture. And for the small parts, I'd use procedurals as well. I have done quite some UV unwrapping myself, mainly because I want to have controlled textures on my characters. I don't like it but I don't mind it. I haven't been working in any group before so I'm a bit of a noob in that end too but I have some experience from making a lowres model based on the hires (that's how I usually start my characters nowadays, I start with sculpting and then retopo them) and baking the normals/textures. If the textures are in the hires model already and you just need to bake them, where you put the seams becomes almost irrelevant. Well I know it's still a good practise to try and hide them.

How much triangles you think there could be in a buildings like these? I would guess something around 1000 per building.

But anyway, think about it. It would be great to see this kind of work put on those buildings. :D
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:iconthe-free-mason:
The-Free-Mason Featured By Owner May 24, 2010  Hobbyist Digital Artist
The modeling in this is AMAZING!!!
Very complex and shows your skill ;)

Love the name too.
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:iconxels034:
Xels034 Featured By Owner May 25, 2010  Hobbyist Digital Artist
Thanks, first I wanted to name him after a celtic got, but they all weren't satisfying, and somewhere I read that one of those lame celtic gods were named after Sol Invictus, the roman god of sun and ... I don't know, something else I think. So I sticked to Sol Invuctus, I think that's a really nice name :D
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:iconeviloatmeal:
eviloatmeal Featured By Owner May 24, 2010
He looks great! :D
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:iconjimmyon:
Jimmyon Featured By Owner May 24, 2010  Hobbyist Digital Artist
This is epic! great conept, great texturing, very realistic mechanique and great lighting aswell, just awesome. Keep it up
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:iconxels034:
Xels034 Featured By Owner May 24, 2010  Hobbyist Digital Artist
Hab gesehen du kommst aus Deutschland, deswegen sag ich einfach nur Danke für die positive Kritik :)
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