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Gears
Lookdev experiment, cel shading and animation fan art.
Coming from the initial roster of Autobots, the big-headed-est one of them all.
Mission
Scope
Timeline
Constraints
Post facto
- For a quick lookdev experiment, I managed to squeeze out a rig, a shader and an animation. Not bad.
- Scratched another fan art itch, but I wish I pushed it further creatively.
- No plan - started as a low-poly mesh, used Bevel modifier to get highlights, dirty topology.
- That Bevel modifier gave me some soft edges but it was too uniform. In hindsight some manual bevels and careful edge distribution would have given me better shading and deformation.
- The shader's proof of concept worked, but ultimately it relied too much on camera angle.
It would have been a pain in the ass to make it look passable from all angles, and outside the scope of this experiment. Now I see why PlatinumGames made hand-painted textures on ALL surfaces in Transformers: Devastation, it's just much more reliable. Procedural anything is a double-edged sword.
Think again.
If I were to do this over:
I'd shift the challenge to integrating something new seamlessly in an already-existing world.
Reference - Transformers: Devastation
Software: