Inspired by the beautiful concept art of Brink (Splash Damage) here’s my recreation of the Ceutaur Defusal bot they got in the game; since I wanted to try out and practice a few different workflow practices of hard-surface modelling, I decided to go with an already established design that I knew it would work.
Started with a block out to try and get the proportions right, then moved to the high poly, this process took me around a week, and another week of work for the LP, UV and texture; finally I decided to put it on CE3 and take a few screenshots inside the editor.
The whole thing has around 15 000 tris, and it’s using a 2048 set for the body, and a 1024 tillable texture for the tracks. (Difuse, Spec, and Gloss)
Low Poly (~15k tris)
Both the body, and the tracks has got a normal map (The tracks are using a subtle height map too), spec and gloss. Bellow I posted the Diffuse and Spec for the body. (Skipping the other maps as they’re pretty standard)