Spyke trap made for Open Dungeons (open source Dungeon keeper clone), 280 vertex, 249 faces, textured, with normal map, ambient oclussion(already applied to texture but included in pack) and animated:
1-22 Triggered
23-51 Rearming itself
All textures and .psd source file included in the zip;
Used Rusted metal textures done by Poss from here:
http://opengameart.org/content/rusted-metal-texture-pack (CC-BY 3)
My big thanks to skorpio from OpenDungeons forums for his artistic guidance (and for wanting me to release his modifications), if you use this model you need to give me credit. Constructive criticism is welcome, especially since this is my first normal mapped model.
Updates:
Joined the two objects and the materials
Added an armature
Rebaked the ambient occlusion
Added a specularity map (it's only visible from certain angles)
Original model here:
http://www.blendswap.com/blends/view/66754
Nice. And thanks for the tip about the OpenDungeons project. Didn't know that existed. I really miss the original Dungeon Keeper, the sequel was a real disappointment.
I also prefer DK1 to Dk2, you should keep your eye as well in "war for the overworld" they are quite high profile
Hi! This is amazing! Can u share the steps involved in making this? I would love to try doing one by myself. Thank you!
Sure, its somewhat complex, but doable in small steps:
1º Make low poly model 2º Make high poli model * You can swap step 1 and 2, i find easier to make a high poli model from a low poli, copy the low poli one, change its layer to avoid confusion, subdivide the low poly model as needed, be careful not to subdivide too much or blender will crash. Long faces need more subdivions than shorter ones. You can then start adding details by using the sculpting brush to create scars/scratches/holes/bumps...; some people find it easier to make a high poli model before and then simplify/retopo a copy to low poly, not my case.
3º Skin/Uvmap the model, having a mockup texture can help a lot when backing normals 4º Texture, not necesary now, but normal map can look very different with/without textures 5º choose textured mode, it can easily show you if any normal is facing a wrong direction, this is important before baking any map, specially for making correct normal maps, recalculate normals is normally sufficient to correct bad ones, but some need manual flipping 6º Bake oclusion map (fake dark places on model) and normal map (fake details that have depth, high poly model is done only for this ), specularity map (give shine to metalic/wet parts), glow map (ligths and such are stronger) 7º Apply all maps
Those are all the steps, good knowledge of blender and some photo edition program is needed. And my workflow may not be the best since im an average blender artist. Blender nation is a good place to learn any of the steps you may be missing the know-how
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Excellent textures keep going!!!