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Mechanoid exo suit completed

polycounter lvl 8
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jozin polycounter lvl 8

Hey everyone,

Just wrapped up this high-poly mechanoid sculpt — around 28 million tris and 462 bones.

Main concept: The Mechanid Suit is an advanced fusion-tech combat system wielded by alien warriors during their invasion of Earth. It represents the aliens’ drive to merge their fusion technology with human engineering, pushing both to new extremes.

Aside from the concepting task, the goal was to test whether a high-poly mesh can be used directly for animation and rigging, skipping traditional retopology and manual UVs.

So far, it seems absolutely possible with the right optimizations and workflow management. I’ve put together a breakdown and animation test here:
ArtStation Breakdown & Animation Test

And here’s the link to the original concept and full breakdowns:
Original Concept & Breakdowns

The setup uses auto-generated UVs, a USD-based texturing workflow, and some custom Python automation for production tasks.

Would love to hear your thoughts — especially from anyone who’s experimented with high-density rigs or USD animation pipelines.




Replies

  • jozin
  • Eric Chadwick
    20m seems way excessive to me. How does it work in the viewport for an animator who is trying to animate a specific shot? Can they get interactive feedback and quick playblasts of their work as they refine it? Also how does this complexity affect loading and saving times? Rendering times? CPU and RAM usage? All of these are important considerations for a technical artist working in a team environment, where your models and rigs need to be utilized by others in the team.
  • jozin
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    jozin polycounter lvl 8

    It actually runs smoothly even at 28M polys, probably due to the 1 bone = 1 mesh principle (excluding cables). I animated it straight after ZBrush, then reattached textured meshes to bones, but it could actually perform well on a USD import too — it has real-time performance in the viewport on a gaming laptop (i9-14900K, 96 GB RAM) and loads from SSD in seconds.

    For the scene without textures it loads around 8 GB of RAM, and about 33 GB in rendered mode. Rendering with 32 ray-tracing samples takes roughly 32 seconds per frame, so overall it behaves surprisingly well.

    Here’s the animated version and breakdown if you’re interested:
    https://www.artstation.com/artwork/QK0OoB

  • iam717
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    iam717 sublime tool
    okay that animation is pretty neat, congrats, i like all the moving mechanical bits, idk about the color for me anyway, kind of a soft sky color.
  • jozin
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    jozin polycounter lvl 8
    Thanks! Yeah, that’s exactly the idea — kind of a masking effect, like a white shark’s grey-white coloring. The goal is to make it blend and disappear at distance. I’m planning to add some organic elements and get those animated soon.
  • iam717
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    iam717 sublime tool
    ah. ha glad to hear the clarification, then its well executed as a whole and makes 100% sense.
    Appreciate the update on the direction, i look forward to it.

    If you haven't seen it "they", made a "mirror type material or effect", irl i forget the search terms but it bends light in a certain way to make things appear "invisible", perhaps it will be useful, thought i'd mention it if i can find the video i'll link it.
    eh kind of ugly idk if they updated the tech i don't watch these things often:
    idk the channel, i do not watch the guy i found the info and pasted link.

  • jozin
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    jozin polycounter lvl 8
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