Metal Gear REX lower half model in Blender

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Here is another work-in-progress 3D model that I made using blender.

It's the lower half of Metal Gear REX from the 1998 video game Metal Gear Solid.

https://imgur.com/a/I9zUg

I can't wait to post screenshots of the finished version of it!
 
Physics news on Phys.org
Well, I was going to look at it, but the website tells me it's been deleted. :biggrin:
 
Here's what I'm presently working on with Blender. Original series Colonial Viper.

3D render of a grey fighter spacecraft with a long pointed nose, twin rear engines and red-orange trim, shown against a plain dark grey background.
 
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  • 3D render of a grey fighter spacecraft with a long pointed nose, twin rear engines and red-orange trim, shown against a plain dark grey background.
    vipermodel.png
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Janus said:
Here's what I'm presently working on with Blender. Original series Colonial Viper.

View attachment 219781

Nice work!

Here is an updated version of my project. All that's left to model is the head. It's about 80% finished.
 
Attachments
  • Grey 3D render of a bipedal mech in a Blender viewport on a dark background, with a long bladed weapon angled over its shoulder and a round sensor dish on the upper body.
    1.JPG
    21.9 KB · Views: 470
ElliotSmith said:
Nice work!
Thanks.
Here is an updated version of my project. All that's left to model is the head. It's about 80% finished.
It looks like it's coming along nicely.
 
Janus said:
Thanks.
It looks like it's coming along nicely.

Now it's about 90% done!
 
Attachments
  • 3D model in Blender of a bipedal walker mech with a large olive-green armored upper body, two long segmented legs ending in pointed feet, a missile launcher on the left shoulder, and cyan indicator lights on the front of the chassis, shown on a grid floor.
    1.JPG
    24.5 KB · Views: 570
  • Low-poly 3D render in Blender of a bipedal mech with a long blade on its back, grey armored body, a round dish sensor on top, and digitigrade legs on a grid floor.
    2.JPG
    30.1 KB · Views: 450
  • 3D model render in Blender of a bipedal mech in olive-grey armour with a long rectangular cannon mounted over its shoulder, standing on a grid floor.
    3.JPG
    28.5 KB · Views: 475
  • Blender 3D render of a grey armored mech cockpit interior with a dark canopy, control panel with two cyan round indicator lights, and angular panelled armor plating.
    4.JPG
    28.4 KB · Views: 443
ElliotSmith said:
Now it's about 90% done!
Nicely done!

Here's my latest work, An Imperial AT-AT
Grey untextured 3D render of an Imperial AT-AT walker in Blender, shown from the front-left at a three-quarter angle against a dark background, with its long armoured legs planted on round footpads.

Pretty much done, just needs a little detail work.
 
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  • Grey untextured 3D render of an Imperial AT-AT walker in Blender, shown from the front-left at a three-quarter angle against a dark background, with its long armoured legs planted on round footpads.
    AT-AT blender.png
    23.8 KB · Views: 513
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Nice models.

A point of advice would be to bake your ambient occlusion into a texture multiplier. It'll make your model look less flat.
 
ElliotSmith said:
You've done a good job on this model.
I made some small detail additions for my AT-AT, added a simple environment and adjusted the lighting.
Grey 3D render of an AT-AT walker from Star Wars on a flat sandy plain under a blue sky, viewed from the front-left with its head turned right.
 
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  • Grey 3D render of an AT-AT walker from Star Wars on a flat sandy plain under a blue sky, viewed from the front-left with its head turned right.
    AT-AT snow.png
    56.3 KB · Views: 906
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ElliotSmith said:
Here are different screenshots of my model sitting down instead of standing up.

https://imgur.com/a/OPCx8
Have you done a full render of you model yet, or are these screenshots of the modeling view port? If you do a full render, the result can be better, plus you can choose the resolution and scale of your image. You can also save the rendered image directly without doing a screen capture.
Here's a comparison between a screenshot of the view port in the "rendered" setting and the image saved from the full render for the project I just finished (in keeping with the theme of the last model, it is a Rebel snowspeeder).
First is the screenshot.
Low-angle 3D render of a white and orange Rebel snowspeeder on a snowy surface under a blue sky, with its twin cannons pointing forward.

And now the full render image:
Computer-rendered 3D model of a white Rebel snowspeeder with orange panels and twin forward cannons, sitting on a snowy surface under a blue sky.


I have a habit of doing test renders as I work on my model in order to get a better feel for what the final look will be.

Quick disclaimer: While the helmets for the pilots were done in Blender, the actual pilots weren't. They were created in DAZ 3D Studio and imported as wavefront(.obj) objects. DAZ 3D has pre-loaded posable human figures which make things a lot easier than making them with Blender.
 
Attachments
  • Computer-rendered 3D model of a white Rebel snowspeeder with orange panels and twin forward cannons, sitting on a snowy surface under a blue sky.
    SNOWSPEEDER.png
    58.3 KB · Views: 852
  • Low-angle 3D render of a white and orange Rebel snowspeeder on a snowy surface under a blue sky, with its twin cannons pointing forward.
    snowspeeder2.png
    68.6 KB · Views: 903
Janus said:
Have you done a full render of you model yet, or are these screenshots of the modeling view port? If you do a full render, the result can be better, plus you can choose the resolution and scale of your image. You can also save the rendered image directly without doing a screen capture.
Here's a comparison between a screenshot of the view port in the "rendered" setting and the image saved from the full render for the project I just finished (in keeping with the theme of the last model, it is a Rebel snowspeeder).
First is the screenshot.
View attachment 220391
And now the full render image:
View attachment 220390

I have a habit of doing test renders as I work on my model in order to get a better feel for what the final look will be.

Quick disclaimer: While the helmets for the pilots were done in Blender, the actual pilots weren't. They were created in DAZ 3D Studio and imported as wavefront(.obj) objects. DAZ 3D has pre-loaded posable human figures which make things a lot easier than making them with Blender.

Yeah, here is the final textured version of it.

https://imgur.com/gallery/qYDgg
 
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