Dual Missile Dual Cannon Quad Mech
The model is ready for posing and/ or animating. With your purchase, you'll have the model, the rig, the textures, and a default shader material. No animations are included.
All posing is meant to be performed in the "Local" Transform Orientation Space.
Model
The model is built with the intention of being a low-poly model. It can be used in renders, movies, or as a game asset. It is made as "exterior" only and does not include a cockpit or any interior props. The weapons are built to resemble functioning weapons. The cannons have slides in the rear to eject from.
Each part of the model is correctly and uniquely named (Hips, Hull, Shoulders, Arm_R, Arm_L, etc...).
Rendered using Blender Cycles.
Rigging
The rig is setup with custom bone shapes. The Shoulders, and Torso Twist are labelled. Also, each shoulder mounted Missile Bay has a Control Panel for opening the missile doors.
There are rotation constraints already setup so the limitations of each bone are locked. The shoulders move together rotating from their rest position (facing up) to a forward firing position...and anywhere in-between!
The feet are a simplified setup since I went with only an "ankle" and a "heel" on each leg:
- There are IK constraints for the Legs and Heels.
- Each foot has a "Pad" that moves the heel and ankle bones. This also makes it possible to move the Hips and the feet stay planted on the ground.
- Posing should be done staring with the foot Pad and then adjusting the leg IK control. This gives the best results.
- The Heels have Pole Targets. These are parented to the foot Pad as well. I've almost never needed to use them in adjustments, but they do allow the rig to work very well. CAUTION: Making adjustments to the Pole Targets should be rarely required and only minor adjustments will probably be necessary, in any case.
- The best way I've found to slide the feet in-and-out is by scaling the Pads. If you scale them along their local "X" axis, they'll draw in or spread out left-and-right from the middle. If you scale them along their local "Y" axis, they'll draw in or spread out front-to-rear from the middle.
If you encounter any issues with the bones "snapping", "jumping", or not behaving as desired while posing, try panning around the 3D Viewport in Blender. Then adjust the bone from a different view angle. I find the straighter the bone is, the more finicky it is to pose. Especially bones that line up fairly straight like the Waist and Torso. This model doesn't seem to experience many transform issues at all.
There are target trackers for the cannons. They are represented by "Bullseyes" on the rig.
- If you move the gun trackers up-and-down (Z axis), or left-to-right (X axis) the guns will track the directions.
- If you move them in-and-out (Y axis) the guns will roll.
- To draw the cannons in or spread them out, grab both the Bullseyes and scale them. It works well for uniform movement.
Textures
Textures are included and are packed in the .blend file. These textures are saved in the Targa format. There are 5 textures already setup in the Mechs material or shader.
- DMDC_Q_Base_Color.tga
- DMDC_Q_Height.tga
- DMDC_Q_Metallic.tga
- DMDC_Q_Normal_DirectX.tga
- DMDC_Q_Roughness.tga
Support
Feel free to contact me through the product message board with any questions.
Thank You
Thank you for your purchase and I'm sure you'll enjoy my product! I appreciate your support.