Hi dudes... haven't been posting in like a month. Made this spider mine. I know there are some pieces missing from the high poly (like the hinge connecting it to the main unit) but I had to fake a lot of stuff here to get it below 400 tris
here we goes
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I like the mine
thanks sirs :P
Example: On those little squares on the tops of the 6 spiked out if instead of just extruding down with a 90 degree angel you should bring them in a little, they would appear in your normal map then.
looks good, if you want to get more res out of your texture, you could have just used 1 segment instead of 2. because the difference between the two is so minimal you wouldnt even be able to tell. unless you go back and retexture one of them to really make it stand out from the other.
perhaps blur was the wrong idea... my intention is to paint the seams away on the normal, might use some blur, some cloning, whatever it takes. There's not really much normal information on that section anyway so I'll probably just fade it in to the default blue on the edges and let the overall smoothing group take care of that spot.
But about the segments, I think I will go back in and paint some decals on to the surface of the object, and possibly some more interesting grunge or damage. Thanks Mr. Zero! cheers :P
Vj
The only crit I have that hasn't been mentioned is on the flat octagon surface coming off of these 6 cylinders (right at the camera). The white chipped parts are very unique and make it obvious that it is tiled IMO. One thing you could do to make this less obvious (if it doesn't mess up your normals that is) is rotate the UV's on some of the octagon surfaces or even flip them.
Keep going, and yes its crazy how you have all these WIP's all the sudden, ha ha. Looks like your taking to heart some of the advice you gave me a while back, lol.