Spider Model

Spider Model

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Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Spider Model

Post by Sheekel »

I found this image online, and have posted it in several other forums. My goal is to make a working version very similar to it.

Image

Of course, that is very high poly and i lack the modelling skills to replicate it perfectly, but i gave it a shot. Can i get some suggestions as to what you think should be fixed?

Here is the first, low-detail version:
Image

And here is the new, high-detail version: 2406 faces...too many?

Image
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

Very nice!

Is it 2406 faces, or 2406 tris (triangels)?
if it's 2406 tris. It should be good. for a big units (like a buildog) aim for 2500 tris.
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Im not sure if its triangles or faces...how do i tell? In 3DO builder it says 1527 faces, but in Rhino 3d it says ~2500. Here is an update, gave machine gun more room to rotate without "going through" the legs:

Image

My uvmap is totally screwed up....i keep wanting to go back to 3DO. Does it matter where the parts are located on the UV map? Does it matter if my UV map is sort of crooked in the image editor? You can tell from the picture that the legs are sort of crooked:
Image
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FireCrack
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Post by FireCrack »

The low and high detail versions look to disimilar.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Use the high end! THE HIGH END!!

It looks uber-tottaly cool.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

The low and high detail models should be made to look similar. When spring has better LOD capabilites you'll be able to use both as part of the same model.
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

No, the low-detail one took about 5 minutes, the goal was to test some prototype scripts (i suck at scripts. they are the bane of my existance)
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Zoombie
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Post by Zoombie »

SwiftSpear wrote:The low and high detail models should be made to look similar. When spring has better LOD capabilites you'll be able to use both as part of the same model.
Really...I thought they look along the same lines. Not exact, but what do you expect...
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Any sane designer would put the turret on top.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Well...the...fragile...barrles need to be protected by the skintanium armour of the spiders main body.

And it looks cool!
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FireCrack
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Post by FireCrack »

Any sane designer would create a tracked/wheeled vehicle.
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Flint
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Joined: 17 Jan 2006, 08:57

Post by Flint »

FireCrack wrote:Any sane designer would create a tracked/wheeled vehicle.
But this is so much more imposing.


-Great work by the way.
mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

where is the spider from?
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Sorry, but that UV map *blows*. You'll never be able to skin the model with that. It looks like you just selected each major piece and did a top-down planar map. There are a billion tutorials out there, find one for your program of choice and use it.

The model isn't that bad, but you could certainly still cut out some detail without losing any cool factor (especially if you do a good job skinning it). Just ditch the low poly one, it looks nothing like the better one and is damn ugly anyway.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Warp the leg armour bits a little so they are more pointed like the real one. You dont even have to add any extra polys/tris. Otherwise its looking good.
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Neddie
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Post by Neddie »

FireCrack wrote:Any sane designer would create a tracked/wheeled vehicle.
Yeah, because we don't have hills, valleys, gradual slopes, sand or mountains that we need to cross?
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

neddiedrow wrote:
FireCrack wrote:Any sane designer would create a tracked/wheeled vehicle.
Yeah, because we don't have hills, valleys, gradual slopes, sand or mountains that we need to cross?
Thats why you need Whegs. Brilliant inventions. Basically legs attached to wheels, they allow things to reach quite high speeds, but are also able to climb steps half their height, sometimes more. But that discussion is for another day.
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Gnome wrote:Sorry, but that UV map *blows*. You'll never be able to skin the model with that. It looks like you just selected each major piece and did a top-down planar map. There are a billion tutorials out there, find one for your program of choice and use it.

The model isn't that bad, but you could certainly still cut out some detail without losing any cool factor (especially if you do a good job skinning it). Just ditch the low poly one, it looks nothing like the better one and is damn ugly anyway.

I followed the tutorial done by Argh, im really struggling with it though
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

neddiedrow wrote:
FireCrack wrote:Any sane designer would create a tracked/wheeled vehicle.
Yeah, because we don't have hills, valleys, gradual slopes, sand or mountains that we need to cross?
Whegs, as maelstrom said, or just larger wheels/front of tracks.

How on earth would legs help on sand?
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Dr.InfernO
Posts: 223
Joined: 18 Nov 2005, 13:55

Post by Dr.InfernO »

hey Sheekel, which sound do you use for your spider mech?
You really have an awesome model! :)
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