Hello, I'm a game art student from Lawrence Technological University and this topic is about my 3D modeling project over a two week process. It is somewhat of a re-post because my original post disappeared. The project is to go through the process of creating a 3D model that is ready to go into a game. The process for the project is:
1. Choose concept art
2. Block out and simplify the model
3. Create a low poly model
4. Create a high poly model
5. Unwrap the model
6. Bake the high poly model into the low poly model
7. Texture the model in Substance Painter
8. Render the model and create a composition for the renders
If you have any questions or comments please ask away.
Here's the piece of concept art I went with. It is concept art from the game Wildstar that can be found on their website. It's a robot spider.

Here's a general block-out of the concept to help visualize what I am going to model.

Here's the Sketchfab link to the low poly block-out of my model.
modelHere's the turbosmoothed model I'm taking into ZBrush. I have it split into 34 separate pieces and will mirror the legs over later.



modelHere are some views of the ZBrush high poly model. Any critiques would be welcomed. I tried making the metal damaged and rough looking.




Replies
Probably just a typo, but I think you'll need to unwrap the model (step 6) before you can bake maps (step 5).
So the low-poly you are showing on sketchfab is just a block-out and not the actual low-poly mesh right?
I´m curious how the high-poly turns out. Nice concept!
Do you have a size reference? Because the srews look pretty big so I imagine this spider bot is tiny.
Here are my UVW islands I've made so far. I'll be organizing them later.
Here's an image of the progress on my texturing. I'm pretty much finished, but I've got a few more details to add.