Daz3d Mech 2012 Enforcer Download
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Since starting in guardian wolf's, I've been working on a redesign model for the Enforcer in an FD style. I was going to wait until it was finished before uploading (I'm normally shy with my work) but after a nervous 12 hours where I thought I'd lost the entire model, I think its time at least some of this saw the light of day. Legs are on their way, when I get free time. The 'Mech itself is a custom build for the Solaris 7 arenas, replacing the normal AC/10 with a PPC and a bunch of heat sinks. The Gemini Stables logo on the nose is from camospecs.com.
I'm intending to do a different arm model to represent the -4R version, but that'll have to wait until I'm done with this. Model in 3ds Max, textures with GIMP and Apophysis, rendered in mental ray.
Daz3d Mech 2012 Enforcer Download Windows 7
Thanks for the feedback and kind words, folks! I've done a little adjusting today based on comments. The head is now 10% smaller; I'd have liked to go smaller still, but beyond that, the pilot starts having trouble fitting into the thing. (My number one grumble about canon BattleTech 'Mechs is that their cockpits are generally not big enough to fit a pilot in, based on a 12m height.) I've also added to the shoulders somewhat, extending the upper armour plates and bulking out the joint. You can also see the start of the hips going in here. I'm working on the feet and lower legs at the moment, since they're the most iconic part of the legs on the Enforcer. Traditionally, they're almost solid, with no apparent room for pivoting.
If anyone's got any suggestions on how to translate that into a more functional design, while keeping the broad styling, let me know! For the moment, I'm aiming for a pair of slanted plates either side of the foot assembly. Oh, and HDRI sky image by just-Nate on deviantArt:. I actually only have it pseudo-rigged: each section (torso, shoulder, upper arm, lower arm, etc) is a separate object with the pivot point for each at the point where it should pivot. There aren't any bones, except in so far as each object is its own bone. With a well-laid out hierarchy, that's enough, skinning just gets in the way.
The downside to doing that is that axes are generally fine, but often have problems with curves between keyframes due to unexpected orientations. I.think. I've got this one sorted out fine for some animation, but haven't yet had time to test it out. The lack of time is the main slow down here; I've picked up a small contract doing some paid 3d modelling, and that is eating up time that could be used modelling BattleMechs. Clearly, my priorities aren't straight.
At least its paying for a copy of 3D-Coat.