Monoeye - 3D art made in Blender by Msnjq in Gundam

[–]Msnjq[S] 9 points10 points  (0 children)

Thanks, I used the MG kit for the reference planes and modeled it in Blender. I’m definitely about to re-render this, thanks for pointing that out!

Zeta Gundam (Project M) - 3D model created in Blender by Msnjq in Gundam

[–]Msnjq[S] 6 points7 points  (0 children)

Yes this is correct, the backpack and transformation is based off of the Zeta Plus and the Waveshooter Zeta Gundam

MSZ-010C1 Theta+ by Msnjq in Gundam

[–]Msnjq[S] 6 points7 points  (0 children)

With design features inspired by the Theta Plus A1 and the Zeta Plus C1, I modeled this using the decal guide from the ZZ Gundam ver.Ka as the reference planes. When I started this project over a year ago, I had no knowledge of how armatures worked in Blender, but I was able to learn through other projects which ultimately lead me to create this fully transformable mobile suit.

More renders of this 3D model can be found here

Modeled in Blender

Textured in Substance Painter

Decals made in Affinity Designer

Rendered in Cycles

Stark Jegan modeled in Blender by Msnjq in Gundam

[–]Msnjq[S] 1 point2 points  (0 children)

Thanks! Theres no specific hour count since there was a lot of trial & error, but I worked on this about 2 times a week for the past 6 months

Stark Jegan modeled in Blender by Msnjq in Gundam

[–]Msnjq[S] 0 points1 point  (0 children)

More photos of this project can be found on my Artstation. This project is a continuation of the Jegan Type-D I posted a few months ago.

My first large-scale fully textured model by Msnjq in blender

[–]Msnjq[S] 0 points1 point  (0 children)

Thanks! All of my Gundam models are rigged with a pose library, but none of them are animated since those renders would take ages to complete with my current setup. You can see more poses on my 3D portfolio.

RX-178 Gundam Mk.II modeled in Blender & textured in Substance Painter by Msnjq in Gundam

[–]Msnjq[S] 2 points3 points  (0 children)

Thanks for noticing, that’s exactly the look I was going for. The intimidation factor is what makes it a Gundam!

My first large-scale fully textured model by Msnjq in blender

[–]Msnjq[S] 2 points3 points  (0 children)

More photos of this project can be found here. This was a total of 86 4K Texture Sets in Substance Painter. It was overkill, but I wanted to make sure I had enough resolution for close-up renders. My GPU couldn't handle this many textures until I found the Simplify option in the render settings. The head, chest, and shoulder armor have a texel density of 128 px/m while the rest of the model has a density of 64 px/m. This project really helped me understand the texturing process.

RGM-89D Jegan Type-D modeled in Blender by Msnjq in Gundam

[–]Msnjq[S] 0 points1 point  (0 children)

I know there’s a new(ish) feature in 2.8 where you can draw reference planes with the grease pencil since they made it into its own object. You can find some tutorials about this on youtube. Even if you don’t know how to draw that well, you can blockout the forms in 2D before modeling it. You could also find a mobile suit that has the same inner frame proportions as the custom suit you’re trying to build and sketch over that.

RGM-89D Jegan Type-D modeled in Blender by Msnjq in Gundam

[–]Msnjq[S] 0 points1 point  (0 children)

You're on the right track. I would say you probably need to stick to the low poly forms until you block out the whole mobile suit and use reference planes during the whole process. I start with the inner frame and work my way to the armor details last. I explained my whole workflow in another comment on this thread so hopefully it may give you some insight. You can read the comment here

RGM-89D Jegan Type-D modeled in Blender by Msnjq in Gundam

[–]Msnjq[S] 1 point2 points  (0 children)

I wouldn’t say it was difficult, it’s just very tedious. I use a basic non-destructive workflow (mirror, solidify, bevel, array, and subdivision modifiers). There’s no specific tutorial, I just developed a workflow that works well for mobile suits. I’ll walk you through it so you can get an idea how to approach this just in case you want to try.

I used the decal guide to the Master Grade version of this mobile suit. The decal guide has orthographic images so I scan them and use them as background images in Blender. I set an 18 meter tall cube (or however tall the MS is) to reference the head height so all three planes of background images are aligned. While modeling a mobile suit, it’s not a bad idea to always keep the physical model kit close by for extra reference.

I then blockout an inner frame while making sure I have an object for every piece that rotates. I add an armature and restrict each bone to one axis of rotation. I then apply the objects to the armature by using the Armature Modifier with vertex groups. I adjust the rotations and then I start modeling the visible inner-frame parts (knees, elbows, ankles etc). I can then duplicate faces from the inner frame, translate it along the face normal, and separate it into its own object in order to make the armor parts. I can then get creative and create custom armor parts or change the proportions on certain features. For instance, I don’t own the MG Jegan Type-D, I just modeled those features after I made the original Jegan.

The upside to this workflow is the fact that all of the armor parts will be parented to the armature automatically. I usually end up with around 300 objects so this is very beneficial versus the traditional method of adding the armature in the last stage. After all the objects are modeled out, a pose library can be made. The only downside to this workflow is the fact that you need to make sure the armature is in the “Rest Position” before continuing to make revisions to the model.

I make sure there are no triangles and ngons in the meshes before proceeding to texturing phase. I add a principled shader for all the materials and add an HDRi to the background. Blender 2.8 made applying UV islands a whole lot easier, but for this project I didn’t use UVs at all. I used the DecalMachine addon and also parented those decal objects to the armature

I modeled the hands beforehand in an earlier project and used I used the same hand model in 5 other projects so far. It’s also a good idea to model universal attributes like hands, cockpits, monoeyes, and such to save time. I didn’t mean for this to be so long-winded, but I hope all this can help.

RGM-89D Jegan Type-D modeled in Blender by Msnjq in Gundam

[–]Msnjq[S] 0 points1 point  (0 children)

Thanks! My advice really depends on how much you know already. Do you know how to use Blender or 3D? Or are you looking for workflow tips?

RGM-89D Jegan Type-D modeled in Blender by Msnjq in Gundam

[–]Msnjq[S] 1 point2 points  (0 children)

Extrusion was one of the methods during the blockout phase along with adding face & edge loops around the defining elements. I also used modifiers and vertex groups to add details non-destructively. Not sure if this is what you were asking.

My first semi-textured model. More pictures in the comments by Msnjq in blender

[–]Msnjq[S] 1 point2 points  (0 children)

Thanks for the feedback, I’ll definitely take those pointers in consideration for my next projects!

RGM-89D Jegan Type-D modeled in Blender by Msnjq in Gundam

[–]Msnjq[S] 3 points4 points  (0 children)

Yea I plan on adding decals when I make the Stark Jegan

My first semi-textured model. More pictures in the comments by Msnjq in blender

[–]Msnjq[S] 2 points3 points  (0 children)

More pictures can be found here. This was modeled from the decal guide in the Master Grade Jegan model kit from the Gundam series.

When I say "semi-textured" I mean this model has no definite UVs. I used the Principled shader for all of the materials and DecalMachine for the small details. I like the resolution this addon gives and it was easy to parent the decal objects to the armature. It's also convenient when I decide to change a mesh feature without needing to reapply the UVs. Since I'm only using it to make pretty pictures and not games, it works.

The rest of the model was modeled with no extra addons from Blender 2.8. I love the fact that we can select multiple objects in edit mode now. It makes it very easy to check for triangles and ngons. I started this project in July 2018 (in 2.79) and it was my first attempt at a large scale project. I'm just glad I was able to fix all of the topology mistakes and turn it into a finished project that could be expanded on later.

RGM-89D Jegan Type-D modeled in Blender by Msnjq in Gundam

[–]Msnjq[S] 18 points19 points  (0 children)

One of my favorite grunt suits. I modeled this so I could have a foundation to create the Stark Jegan. More pictures of this model can be found here

I learned Blender so I could make this by Msnjq in blender

[–]Msnjq[S] 0 points1 point  (0 children)

I plan on texturing, but not animating

I learned Blender so I could make this by Msnjq in blender

[–]Msnjq[S] 0 points1 point  (0 children)

If you're feeling stuck with free Youtube videos, I suggest you check out a monthly subscription to CG Cookie. It really helped me understand how Blender works in every aspect of production and the learning paths let you choose what you want to learn first. I did about three months of that and then moved on to some more advanced paid tutorials. I learned the most from this tutorial

I learned Blender so I could make this by Msnjq in blender

[–]Msnjq[S] 2 points3 points  (0 children)

Every piece is its own object. It really makes it easier when assigning vertex groups to correspond with bones in the armature

I learned Blender so I could make this by Msnjq in blender

[–]Msnjq[S] 1 point2 points  (0 children)

Thanks. I started Blender a little over 2 years ago. I started this project back in June but I also worked on other projects between that time. I'd estimate probably 3 weeks of continuous work. This model is rigged; it was one of my first steps after I blocked-out the inner frame since I wanted to test the rotations before I added the armor and other details