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Kanshisha, Render 1 Updated by ~AceDarkfire:iconAceDarkfire:


©2006-2009 ~AceDarkfire
:iconacedarkfire:

Artist's Comments

New image, vastly improved Anti-Aliasing over the last one. Started at 12:15 AM, finished at 5:30 AM, started Re-Render 2 at 12:15 PM, finished at 5:30 PM (Don't you find that just a little strange that it's THAT accurate? LMFAO!) But DA was in Maintenance mode, so I didn't get to update these until now.

However, the model is, outside of some subtle additions, is done.

Muzzle sizes have been adjusted since the previous renders, to match more with the amount of ammo they have.

One subtle detail is one not normally seen, and that's the mounting junction of the 6-Missile Packs off the shoulders, since they are ejectable (Considerable load reduction after spending all the ammunition and dropping them, which gives a boost in speed - not just to running speed, but to torso rotation)

Comments


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:iconre-eccho:
Ah, I love it. More mechas please. ^^

--
»re-eccho
The blue whale's heart is as large as a small car.
That means not only can it kill you instantly,
it can seduce you slowly.
:iconthedarkbanditking:
Damn cool man. I will fav this when you finish! Are you going to add textures?? ;)
:iconpearlphoenix:
dam dam DAM XDDD

that is so very nice, the detail u put into it is great :D

--
I'm not Epic, I'm LEGENDARY! LOL
:iconacedarkfire:
I need to find something that will allow me to give it textures without making it crash. Namely, I've looked into ManifoldLab, made by another Wings3D user, but it seems to be pissing into the wind as far as I can see, because of the limited functionality, simply because I can't make a texture map with all these complex objects, and it's hard as hell to do them one at a time, not to mentioned so time consuming, it would make me give up immediately because I'd never actually finish them to any great degree.

What I really want to do is add the dirt and stuff that builds up in the corners, I can add the basics, and then bump map it so that it receives and casts shadows, so that it looks real, and see how they show up in a higher-qualiter renderer like Toxic. It's just I need to find what can allow me to do it

--
"I've always wondered what it was that set certain Ravens apart from others... perhaps I'll find out... after I get rid of you..." ~Zinaida final fight, AC: Last Raven
:iconthedarkbanditking:
Have you looked at the free version of UV mapper? ---> [link] Look under downloads for the free version. It can help a lot and you can uv map with it. Bring the model back into wings and then fix/clean up placement of the UV's in wings uv. Then photoshop some textures and presto! Just make sure you set up all of your material colours before exporting .obj from wings. ;) The thing that sucks about mapping models with such high polys is spreading the faces. Sometimes you have to do one part at a time. ;)
:iconacedarkfire:
I have looked at it before, and even on low poly meshes, it wasn't much help, at least to me, anyway.

--
"I've always wondered what it was that set certain Ravens apart from others... perhaps I'll find out... after I get rid of you..." ~Zinaida final fight, AC: Last Raven
:iconfinkle0502:
You're doing a hell of a job. I can't get over the amount of detail you put into that thing - I personally would have most likely run out of patience at some point.

--
In life, the only thing truly holding you back from anything you wish to accomplish is yourself. Never forget that.
:iconacedarkfire:
Believe me, when you do something very detailed, patience for it runs out very quickly, but you have to push through it and keep going. Sometimes I'll stop on a project for a little bit and do a different model just to goof off and rejuvenate myself for the project I was originally doing.

--
"I've always wondered what it was that set certain Ravens apart from others... perhaps I'll find out... after I get rid of you..." ~Zinaida final fight, AC: Last Raven
:iconleopoldgarrity:
mmm gatling powered goodness ;D nice

--
Wir sind mech Krieger, die gegebene göttliche Fähigkeit und die Stärke, zum unserer Waffen des Krieges zu steuern; wir überwinden alle Ziele und schwanken nie in unserer Aufgabe zu unseren jeweiligen Häusern. Wir sind Mech Krieger, wir sind Brüder.

Details

August 3, 2006
198 KB
1024×768

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