Iron Man Armor, 3D Maya Model

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You just got to do the feet!!!!!

Best way to do this is to do the feet in two halves similar to the Halo MkVI shoes or even Robocop feet



All looks amazing by the way cant wait to see the end results!!
 
pure awesomeness



I was planing to build one armor but couldn´t find "acurate" files and totally suck at 3d modeling but this in this amount of time? incredible... keep going and if you still release it when its finished you´ll be my king.



Again, great work, watching the topic and stil thinking "looks like it´s gone be an early christmas";-)
 
Here is a small update, just two pictures to give you a better idea how it is all coming together. As you can see the areas such as the hips, behind the knee and the upper thigh, are very difficult to figure out how they function. The practicality of building these areas fully rigid is proving to be a challenge I will continue to knock out pieces and come back to theses areas later.





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It may just be the angle of the pics but the calf armour looks to wide at the side view may just be my eye's but...
 
Thought you would all like to see the source of the majority of my model. I am not following it to the letter, but am using it as a guide to follow for proper proportion and shape. I rely heavily on production photos to lay in the proper detail. As you can see it is matching up quite nice. there are a few differences from the front view and side view, but overall its working out fine.



I know a few have expressed concern over the legs. As you can see here they match up with the pre po photo extremely well. One thing to keep in mind (and I included a picture to illustrate) is the the front view is not a true Orthographic view. There is perspective distortion. I leaves absolute size up to interpretation. I also used my own leg in regards of shape, to establish what is and is not feasible for a length (which I know for sure) to width ratio.



I thank you all tremendously for the feedback, all comments and critiques are taken quite seriously and I investigate them all. Many of your alls comments have me going to do more research and end up having me change a portion or numerous portions of the mesh,



As far as the leg size, I am content with the size for now, I do hope to get pep prototypes made once the model is done and use those prototypes to once again tweak the mesh to a final version.



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consider this a treat, I try to stay away from releasing true orthograpic views of my mesh at it would make it far to easy to reproduce.

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The legs look fine to me.. :eek

I guess everyone has a different eye



very cool piece on the back of the leg.



that wouldn't be hard to execute an overlapping compression articulation system.

Just like the one used in Armors from way back when



It is the method I will be using on the, Neck, abdominal girdle, elbows and back of the knee aswell



check this



http://www.carmelemanuel.com/Compression.htm



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That is 100% what I am setting up the joints to do, with the neck and the abs, you should... in theory be able to bend forward and back, but also twist side to side. The elbow, knee ect with obviously just be front and back.
 
Clarx Industries said:
That is 100% what I am setting up the joints to do, with the neck and the abs, you should... in theory be able to bend forward and back, but also twist side to side. The elbow, knee ect with obviously just be front and back.



Its a really easy technique by the looks of it.

I'll show how its done when I eventually get there in the build.
 
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@clarx...

now i know what it's called.... compression articulation... lol

i thought it was hinges in different form... anyway your project is really really getting hotter .....



by the way, is it also be applied at the lower portion of spine to be able to bend or stoop.... it's gonna be great if it's possible....
 
Hey all another update... Man Im on fire tonight..lol got the cod done and some hip work.



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This last one is more of a joke, please no comments on how it does not match, there is no rig associated with the geometry, I quickly rotated each piece and placed them. I do plan on creating a IK rig for the mesh for some true to life movement tests.

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Here is a new update (and an unusual one)



I needed to take a break from modeling, so I decided to do the rig for Iron Man (despite not having the arms). I made a short 4 second walk cycle, so you can see how the mesh moves and works. I also included a small movie of the actual rig, so you can see what is actually driving the model. All that "kibble" on top is the bones and joints to make the back flaps move and rotate properly.



Here is the rig

[media]http://www.youtube.com/watch?v=D08qODi86hM[/media]





And here is the final mesh rendered out. There is only default materials, default lighting, nothing special.

[media]http://www.youtube.com/watch?v=TFn5rmSJS_Q[/media]





IroniumCostuming said:
i know that, im just talking about the actual structure of a human. I know that our shins bend in a little but seeing that ref pic it just seems a litle durastic with his suit. (his as in tony stark!)





I see...



Well I have two trains of thought on that, one: the armor itself is obviously larger than the leg, so a curve in the armor may still leave enough room for a not so curved human shin. My second thought is it may look very very curved on the outside, but may be more straight o the inside (if that makes sense)



overall the majority of what you see on film was made by ILM and is CG. one rule when animating is what looks good, is good. Not necessarily what actually works. Once my model is done, I will be working with a few individuals to pep out a prototype and them make changes to the mesh form there.
 
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IroniumCostuming said:
i know that, im just talking about the actual structure of a human. I know that our shins bend in a little but seeing that ref pic it just seems a litle durastic with his suit. (his as in tony stark!)





I see...



Well I have two trains of thought on that, one: the armor itself is obviously larger than the leg, so a curve in the armor may still leave enough room for a not so curved human shin. My second thought is it may look very very curved on the outside, but may be more straight o the inside (if that makes sense)



overall the majority of what you see on film was made by ILM and is CG. one rule when animating is what looks good, is good. Not necessarily what actually works. Once my model is done, I will be working with a few individuals to pep out a prototype and them make changes to the mesh form there.
 
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