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Spider mech model, would love some critique!

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  • Eric Chadwick
    Welcome to Polycount! This is a sweet design, it's nice to see non-conventional mechanical designs like this. 

    The biggest thing for me is how difficult it is to get a "read" on the shapes. I think this happens because the materials are all very similar across the whole asset, so it's difficult for the eye to parse what the main body shapes are. It would help to simplify some of the larger surfaces, to give the eyes a place to "rest".

    The rust and dirt is also very evenly applied, it would be great to see more care taken on which parts would get worn more vs. less. At this point it's so evenly rusted that it looks like it was immersed in water and left alone to dry in the desert for years, and thus it cannot move.

    Some of the tank treads kind of don't make sense how they would work, since most of the wheels are gone. Why do the rear treads have the shape they do, without wheels to hold the tread shape?

    The feet seem to be penetrating the floor, which seems odd. Plus, the renderer you're using seems to be bouncing too much colored reflections off the feet onto the floor. It might help to place this on a terrain instead?

    What's the scale of this mech? It looks like some railings above the front treads, so it might help to place a figure there for scale. Even if it's just a flat silhouette of a person. But the railings also also oddly-shaped, having diagonal pipes like you just extruded a wireframe instead of built real-style railings?

    Overall it's really cool! I think with some tweaks it could be a real show-stopper! 
  • JakeJenks
    I'm in complete agreement with everything you said! My professor also pointed out that the readability is not great and I'm definitely gonna do some work to fix that up. It's good to know that the railings are not reading well, I like them conceptually but I may need to give them more attention if I want them to read well in the design.

    Will definitely be spending some serious time cleaning up to get more believability and better texturing!

    Thank you so much for the critique! :)
  • sacboi
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    sacboi grand marshal polycounter
    If you don't mind me asking can you explain the premise in which this piece is set or more broadly, context? 

    It's just that I've both practical experience operating plant machinery and military IFV armored vehicles, as a much younger man waaay back in the day so atm trying too interpret your design - concept direction in terms of real world plausibility? or more simply put how it would articulate movement also the overall bumped noisey rust? is dialed up a bit high on most visible surfaces which got me thinking quite possibly 'transforms' into a submersible drone/specialized unit, in order to complete assigned tasks of some sort?  
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