No literally I am 70, retired divorcee with nothing better to do than make stuff, so that's what am doing!
Now judging from my Facebook posts most people on my friends list probably know I am constructing a 3D model of mass destruction so I can eliminate the patriots hierarchy once and for all!!
Nahh I am only kidding I am only modelling Kojima's Metal Gear Rex from the well known and successful franchise Metal Gear Solid - Admit it you said that in snake's voice. Anyhoo moving onward, MGS was probably one of the first video games I played on the unforgettable PlayStation 1. I do believe I was only eight years old when I first picked the game up. I even remember this one time on my first play through I was crying to my eldest brother cause I didn't know how to save Meryl from the sniper boss when he said I had to go back and get the PSG1 and fight her with that.. I was only eight!
Anyhoo I wont droll on to much about the game but as an a way to get myself back on course with the game design stuff I decided to make my own version of Yoji Shinkawa's Metal Gear Rex using a combo of 3DS max, substance painter and Photoshop. So questing out to get some references to see what was install for me.. one word I will use is geometric and really really.. big. (duh)
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| Metal Gear Rex -MGS1 |
So knowing that is the madness I will bestow in the 3D world Lets get down to business.
So looking at the design I took away 3 things I needed make sure of:
1. Everything has to mechanically work
So machinery in general is all cogs, pistons, wires, springs, turbines, circuit boards you name it, this means everything what ever mechanical job it has it needs to fit and work with the machine. So for example there are 4 legs in total there are two at the back which tuck into the front while the monstrosity is being piloted and un-tuck when motionless. The same with the legs, just like dinosaurs.. Rawr!!!
| http://orangecountydinosaur.com/ORANGE_COUNTY_DINOSAUR_FOSSIL_PHOTOS.html |
Anyhoo I am no biologist so moving on (insert laughing emojii here)
2. Which details need modelling and which are bumps
Now if this was to be in a game my main focus would be, what will the player see, what details needs to be modeled and what can i get away with using *normal mapping* so mostly its a large machine so most of it will need modelling as it all sticks out like a fart in a lift (Yay more unwrapping here!) but the main objective is to see how good it can look without the need for unnecessary geometry.
3. Proportions
This thing is HUGE and that can be a problem when you have nothing to compare the scale of the components too. So I had to keep making sure the machine looked proportionally correct throughout by comparing parts of the mech to other parts and using visual observation to make a correct judgement. The funny thing is comparing the cockpit to the size of a human and the rest becomes a more irritating guessing game.
Anyhoo Below are some screenshots of the progress so far! Peace! Or Paz if you're funny about that... ENJOY!

2. Which details need modelling and which are bumps
Now if this was to be in a game my main focus would be, what will the player see, what details needs to be modeled and what can i get away with using *normal mapping* so mostly its a large machine so most of it will need modelling as it all sticks out like a fart in a lift (Yay more unwrapping here!) but the main objective is to see how good it can look without the need for unnecessary geometry.
3. Proportions
This thing is HUGE and that can be a problem when you have nothing to compare the scale of the components too. So I had to keep making sure the machine looked proportionally correct throughout by comparing parts of the mech to other parts and using visual observation to make a correct judgement. The funny thing is comparing the cockpit to the size of a human and the rest becomes a more irritating guessing game.
Anyhoo Below are some screenshots of the progress so far! Peace! Or Paz if you're funny about that... ENJOY!
| Most Recent/ Finished Model front |
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| A bit of booty |


