RDS - Remote Drone Spider Staff Pick

  • May 05, 2012
  • Blender 2.6x
  • Render: Blender Internal
  • Creator: Lived
  • License: CC-BY
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The RDS patrols the city streets looking for any last semblance of resistance, while the invaders sit quietly in office cubicles on the other side of the world.

This file contains a rigged RDS model, with a walk cycle animation, lighting, and post processing chain.


  • mofx profile picture

    WOW, saw this in Blender Nation. Such a great model and animation. Thank you so much for sharing it.

    Written May 05, 2012
  • lapix profile picture

    Awesome. Thank you very much.

    Written May 05, 2012
  • yazjack profile picture

    Interesting node setup, I'm trying to figure it out ;) Awesome work.

    Written May 05, 2012
  • yazjack profile picture

    One thing I can criticize are those hair on lens dust layer, they are a little but too straight forward and clean.

    Written May 05, 2012
  • muritaka profile picture

    Very nice IK rig and model, but the nodes groups were very anooying to select and delete for customisation! can i ask you the use of the mask and the "near black" texture in blender internal? anyway, top notch sharing ( like the 3 near you in the list!).

    Written May 05, 2012
  • muritaka profile picture

    i animated and tracked it! your model is just amazing, thanks again ! http://www.youtube.com/watch?v=5TbhbrtjpsQ (credits are in the description)

    Written May 13, 2012
  • Lived profile picture

    Awesome! Its pretty cool to see somebody else messing with my model. I think I like it better at this scale too :)

    Written May 14, 2012
  • visnik profile picture

    Very cool.

    Written May 17, 2012
  • MAR71N profile picture

    Great model. Thanks for sharing.

    Written May 18, 2012
  • Moolah profile picture

    Cool model! I tried to figure out what's the setup there (with Multimix node) but didn't had a success yet.. I can't understand why different channels (after RGB separate) mixes with others. Can you share a principle (the concept) of this? Before your model I saw something similar in NiZu's Vault.. He separates different layers by levels of grey (lightness), It's to mix rust, paint and bumpiness... speculars maybe too.. I don't remember.

    Edited May 19, 2012
  • Lived profile picture

    The mix node just changes the roughness and the fresnel. The red channel of the texture represents the area where dust settings are applied. The green represents where oil settings are applied, and the blue where glass is on the model. Anywhere that isn't covered by those colours defaults to the settings I'm using for paint.

    Written May 20, 2012
  • Moolah profile picture

    Can you make a short text tutorial about this setup? I think it will be a really cool hint for all people who make such models. I can't get some things like IOR for coat... why it's 1.85 somewhere... It's Fresnel.. so is it looks like real (like IOR for thin coating) or is it "so called"? Does color to BW (yellow to grey dots) without the conversion node works fine? Why everywhere is Mix - not Screen or something other? If it was planned by some reasons then it's very interesting to know about 'em. Sorry if I'm boring :) You can do not explain all of this if you have no time or because you just don't want. I'm against manipulations.

    Written May 20, 2012
  • lobster profile picture

    Thanks so much for sharing this... Files like these are better than any tutorials....

    Written June 04, 2012
  • Philmaker profile picture

    Check this out! http://youtu.be/YckOKmTnPn8 Features your spider.

    Written June 22, 2012
  • EnderAndroid profile picture


    Written April 14, 2014
  • RedCoreStudios profile picture

    Made a short test video using this model


    Written March 12, 2016
  • Sebi0815 profile picture

    Very Nice

    Written February 06, 2017
  • Makako99 profile picture

    Oooooh, this is so cool! Please leave me use it in mi game, this model is really cool, excuse my english I am not talk english

    Written August 31, 2017
  • Dan1066 profile picture

    I know it is a few years old but I am hoping that someone might be able to point me in the right direction. The (amazing I might add) model seems to 'walk' a set distance. I've tried deleting keyframes in the dope sheet and played with the graph, but it still seems to be following a straight path though. I'd like to make it walk half the distance or even a subtle curve.

    Written December 15, 2019