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Spider Tank

  • Psyshokiller
  • September 8, 2007 at 4:31 AM
  • Psyshokiller
    • September 8, 2007 at 4:31 AM
    • #1

    Ok this has been catching dust for too long on my harddrive now, been too lazy to make some proper screens of it. Some of you may remember it from the randommodel thread.

    The model will be used for my Prey level called "Soul Gems" as a vehicle for the player to rock some shit. So far it's just the finished highpoly, so theres still the rest to be done, screens are from Zbrush.

    Anyway enough talk now

    [Blocked Image: http://xs219.xs.to/xs219/07366/1a.png]

    [Blocked Image: http://xs219.xs.to/xs219/07366/2a.png]

    [Blocked Image: http://xs219.xs.to/xs219/07366/3a.png]

    [Blocked Image: http://xs219.xs.to/xs219/07366/4a.png]

    [Blocked Image: http://xs219.xs.to/xs219/07366/5a.png]

    [Blocked Image: http://xs219.xs.to/xs219/07366/6a.png]

  • sk3tch
    • September 8, 2007 at 5:29 AM
    • #2

    That looks hot! Only crit I would add is to make the base of the "feet" bigger/wider. That part looks just a bit out of proportion. Other than that...it looks great.

  • Jenn0_Bing
    • September 8, 2007 at 8:48 AM
    • #3

    Yeah, it does look like it needs bigger feet. Very cool though.

  • Sindwiller
    • September 8, 2007 at 11:32 AM
    • #4

    Totally hardcore

  • Scinbed
    • September 8, 2007 at 12:25 PM
    • #5

    Spiders have eight legs.

  • FrieChamp
    • September 8, 2007 at 1:14 PM
    • #6

    F'kin ace

  • mjens
    • September 8, 2007 at 2:43 PM
    • #7

    don't worry about the legs! It looks impresive and that is most important Can't wait to see low-poly with normals and a texture...

  • Sindwiller
    • September 8, 2007 at 3:18 PM
    • #8

    How will you actually do a low poly version out of it? Making the lowpoly model first and then the high poly one seems easier to me.

  • Zeta
    • September 8, 2007 at 3:45 PM
    • #9

    simply fantastic

  • Psyshokiller
    • September 8, 2007 at 4:02 PM
    • #10

    Thanks for the great respone guys

    Sindwiller:Well it depends on personal preference but nowadays it's more wise to do the highpoly first. I will make the low by simply creating a new mesh around the highpoly that lings up with it.

  • Seldoon182
    • September 8, 2007 at 4:30 PM
    • #11

    Hot stuff !

    Quote from seir

    Can't wait to see low-poly with normals and a texture...

    +1

    Quote from Psyshokiller

    Sindwiller:Well it depends on personal preference but nowadays it's more wise to do the highpoly first. I will make the low by simply creating a new mesh around the highpoly that lings up with it.

    Qft !

    But i was like you Sindwiller. Nowaday you make a low poly base mesh... Use you favourite sculpture program and make a low compared to the hi detailed model !

  • mjens
    • September 8, 2007 at 4:47 PM
    • #12
    Quote from Sindwiller

    How will you actually do a low poly version out of it? Making the lowpoly model first and then the high poly one seems easier to me.

    1) Make a hi poly ver.

    2) Make a normal map

    3) Make mapping coordinates

    4) Edit mesh / reduce triangles

    5) LOD, bip

    6) Final mapping / making diffuse

    Makinga "low poly" version first is only a method of modeling (not and easier to make for a begginer) but not a method of quick game props...

    Edit:

    Second (and good too) method between 3) and 4): Make a low poly mesh on the hi poly model

  • bitmap
    • September 8, 2007 at 6:00 PM
    • #13

    this thread delivers

  • zaphod
    • September 8, 2007 at 6:07 PM
    • #14

    cant wait to see this textured

  • dux
    • September 8, 2007 at 6:44 PM
    • #15
    Quote from bitmap

    this thread delivers

    The feet are far too small though.

  • Sentura
    • September 8, 2007 at 8:18 PM
    • #16

    they're original though, you always either see huge tripod feet or small pin feet.

    also if you hadnt already received enough praise: awesomeness

  • D3ads
    • September 10, 2007 at 3:49 PM
    • #17

    Fantastic!

  • -HP-
    • September 10, 2007 at 6:11 PM
    • #18

    oh... my... god...

    Congratufuckinglations

  • Warby
    • September 10, 2007 at 7:07 PM
    • #19

    looks great and should translate well to a normal map too however i feel like all the detail is like EQUIVALENT-DEEP so no geometry details pops out as more important than others ... especially (or only) on the legs that is ... kinda difficult to put in words what i mean .. nonetheless great stuff

  • Psyshokiller
    • September 10, 2007 at 7:21 PM
    • #20

    I guess you mean the mass definition compared to the detail it gets, I kind of get the point I think. Thanks for the critique.

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