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.
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 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.
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.
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.
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.