Hard Surface | Modeling

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Punching 'Ots

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Punching 'ots in Real Time

Screengrab and scene set up in Marmoset Toolbag - material, lighting, volumetric haze and camera set up. Texturemaps were adjusted and re-created for best visual results in this real-time engine. Modeled and textured from limited number of promotional photographs that were released prior to airtime.

Punching 'Ots

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Battle Arena Real time Scene

Screengrab and set up in Marmoset Toolbag - materials, lighting, volumetric haze and camera set up. This scene is "Work in Progress".

Punching 'Ots Mental Ray Render

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Punching 'ots MentalRay Render

Functional Fighting machines replicated with technology of today - frame, servos and hydraulics - form following function. Reverse engineered from photographs and mechanical principals of existing and functional designs. Texture swap homage to the battling coin-op classic from the era of rods and pulleys.

Rocking 'Ots

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Textured View MentalRay Render

Maya 2009, Photoshop CS3 and nDo generated normal map. Scene is set up with standard lighting and rendered with Mental Ray - without employing GI, radiosity or any features not common with current generation real time engines.

Awesome 'Ots

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Flat Shade / Wireframe View MentalRay Render

The design consists of functional frame and cosmetic add-on pieces - like any good machine, the underlying frame can be a base for a multitude of drastic variants.

Socking 'Ots

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Texture and Layout

Texture mapped with one set of 2048 sized texture maps - diffuse, specular, reflective and normal set. Diffuse texture is baked with enough detail to accomodate fallback / more simple materials. Relatively close texel ratio is maintained throughout the build, except for greater texture space is allocated to the head. Layout maintained in 1 to 1, with re-use of texture space where not critical. Spare texture space saved for additional components.