Spider Spy Drone
Concept by: Buch
http://opengameart.org/users/buch
http://opengameart.org/content/spider-spy-drone
3D By: Quandtum
License: CC BY-SA.
Blender Version: r42782
Model Version: 1.2
Complete model is not manifold, but rather a composition of 6 manifold "parts". Each part is manifold and all parts were combined into a single mesh named "Robot". Mesh contains 1244 vertices, 3696 Edges, 1406 Faces (2464 Tris).
Maps included (Diffuse, Normal, Specular, and Ambient) are all 1024×1024 jpg and can be rescaled to suit specific needs. The Ambient map is enabled by default but was disabled for the preview (as Environment Lighting is enabled).
The model is rigged. The animation rig contains a control "PositionLock". When in the default "down" position, the lock is considered enabled and the robot joints will be constrained to "operational normal". In other words, the bones will not be allowed to move outside of a position that would allow the robot to perform it's normal operations. When the "PositionLock" is in the "up" position, the lock is considered disabled and the robot parts can be freely moved. This allows the robot to be animated in say a destruct or destroyed sequence.
To use this model for "higher poly" purposes, i.e. to convert this model to high poly, do the following:
1.) Select the "Robot" mesh.
2.) Set face "Shading" to "Smooth" (in "Object Tools" left panel, press 'T' if it's not visible).
2.) Add a "Subdivision Surface" modifer. Set "Subdivisions" to 2, uncheck "Subdivide UVs" and check "Optimal Display".
3.) Add an "Edge Split" modifier. Uncheck "Edge Angle" and leave "Sharp Edges" checked.
Source texture manifest:
http://www.lovetextures.com/index.php/metal/brushed-metal/
Textures were otherwise hand painted.
Otherwise rendered:
Revision History:
Version 1.0 - 12/25/2011; Initial release.
Version 1.1 - 12/26/2011; Updated animation rig. Added extra bone to ease the animation of the base can.
Version 1.2 - 12/26/2011; Added IK controls to rig. Added walk cycle.
Comments
I like this! Well done
Woot! That makes me glad!
This is an awesome example of how art we can evolve art collaboratively (not to mention excellent in its own right). Keep it up! :)
Thank you bart! The concept art aspect of OGA is awesome, I find myself looking more and more for concepts to model from OGA.