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3d Transformers Jazz G1 Spotlight style

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Hello

This is a litle project i am working on and i would like to know you opinion.

 

jazzforum.jpg

 

I dislike the new transformers bot style so i am trying to make a more G1 models.

 

You can see the animation at:

 

<----

 

There is still much to be done but i would apreciate your feedback :)

 

Take care.

Not bad. I like how you rigged his lower legs. They look very mechanical. However, I do take issue with the transformation. It looks like he's floating. The transformation should be pretty fast, like it was in G1, even if it means cheating by causing a bunch of things to clip. At a certain speed, the human eye can't detect clipping.

 

 

But as far as the model goes, you need to work on the materials some more so it doesn't look so plastic. I would suggest using Metal instead of Blinn.

GREAT start! The feet need some work, but I love what you did with torso and arms. Could we get a look at the alt mode?

Glad you like it. What would you sugjest with the feet ? i am traying to stay as close to the Spotlight version as i can.

 

 

Here is an early car mode render . With better mats.

 

carrender.jpg

 

I will work on the transformation. Just when i made it faster there realy was not much to see :) but ill try to make it more dynamic thank you :)

Not bad. I like how you rigged his lower legs. They look very mechanical. However, I do take issue with the transformation. It looks like he's floating. The transformation should be pretty fast, like it was in G1, even if it means cheating by causing a bunch of things to clip.

 

It's actually fairly fast, but the floatiness and lack of choreography make it look less real. G1 transformations often went in stages, or ripples - usually about three 'beats', with an optional fourth for pulling all the kibble into place once the basic new shape had been achieved. For fast transforms, the second and third beats were smeared into each other.

 

One thing I noticed was the camera shake - remember that footstep-shake has to start a fraction of a second _after_ the foot contacts the ground, because the simulated shockwave is travelling from the foot, into the ground, across to the presumed camera stand, and up the supports to the lens. That can't start happening until the robot mass strikes the ground surface. Shake is also a subtle thing unless you want to imply that the robot is Metroplex-sized and your camera is precariously balanced on a pile of gravel. Experiment with confining the amplitude to a couple of pixels maximum, and possibly even sub-pixel levels.

Thank you for the input.

That is a valid observation :)

Right now i am working on improving the model and shaders but when i get back to animation i wil defenetly use this information.

Personally I LOVE the feet, they look like machines feet and not G1 style bad design. I think the issue with the TF scheme "hovering" could be solved by placing him in a road based background or even a TRON style grid.

Cool :) yeah, i'm still working on that, this was just a test. at the end i will place him in a filmed movie so it should look a lot better.

 

Here is a update on the new model details and a litle rendering test.

(colors are off and it needs a lot of work but this is to show you what i,m going for :)

 

gogo2.jpg

 

 

Hiq01.png

 

I need to ipmrove feet details and the backside and i can go into materials/bumpmapping.

Tell me if you like this look.

The new test movie is up :)

 

Base20-00-00-08.png

 

This is an enviroment test. Also i am tryin out his overhead flame thrower.

Animation is lame but it's not what tis test is abaut.

Tell me if you like the way it belnds with the neviroment.

 

<- enyoy

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