View Full Version : Warhammer 40k Space Marine

10 October 2006, 07:34 AM
2477 triangles -- Nearing final version

This is a project I've started quite some time ago that I kinda left aside for a long period of time. I recently decided to come back to it and work on the texture.

For those who know warhammer 40k this is probably the most common and popular unit of all, and I thought I'd give a shot at modeling, texturing and animating it to see how I can handle all of these aspects. I'm pretty confident about my skills but am aware I have a lot to learn still.

Anyway, the model has 2354 polygons and currently uses a 1024x1024 texture. I plan on making an additional texture (512x512 probably) for add-ons such as shoulderpads and customized parts I will be adding. Once this basic character is done, I plan on making variations to create a complete squad!

here are some shots:

I obviously am just getting started with the texture. I layed out the basic colors on most of the body, but the head and arms are the only parts I consider complete (not polished though)

As usual, all comments are welcomed: positive or negative. Crits are most welcomed, as I love to hear what the pros and amateurs out there have to say.

Don't worry, I'm not taking anything personal so bring it on! hehe

10 October 2006, 05:24 PM
hey man, nice start!

Its looking pretty much like a space marine! I think the thighs need to be bulked up a lil bit though, otherwise I like the general proportions, space marines really have the hulking uncomfortable look....for a real good supersoldier I have no idea how they get around...
As far as the texture you have a good start, try adding some dents, maybe some glancing marks or bullet holes, a couple skulls or imperial emblems on his armour...etc etc, try and make him more interesting, make him stand out a bit it for the emporer!
As far as using a 1024 i wouldn't really invest that size map for a simple model, maybe 2 512s or one 1024 if you think your really gonna add that much detail. I would suggest pushing yourself a bit and using one 512, its still alot of space and you can get some excellent detail on it, but thats my personal opinion :P also post some maps so we can see your layouts! :D

if your having trouble, just shoot on to ( and check out some space marine paint schemes or some modeling stuff as far the the figures go...Personally, I go to GW all the time for reference material...those guys really know what they're doing!

good luck and hope to see some more!

10 October 2006, 05:28 PM
thanks a lot. Yes I'll make sure to add more details, this here is just the basic model from which I will make variations. GW sure comes up with creative ideas all the time!

thanks for the input!

10 October 2006, 07:05 PM

do you know theres a RTS game called Dawn of War... its out for a few years now...
they have spacemarines wich are looking like that....
Polycount is around 4000 triangles for a trooper model, including all upgrades, banners and so on. Models with few upgrades, no banner, etc... can be around 3000 triangles.(the one on the pic)

edit: they are using 512x512 maps

So I think yours is just a bit thin at the shoulders and the legs...
keep it up


10 October 2006, 07:38 PM
Yea I'm aware of the game, been playing it for two years lol ;)

thanks for the feedback.

10 October 2006, 11:41 PM
haha i completely forgot about dawn of war....that game is so badass...just needs some more races from the freakin awesome 40k universe!

Dan is right though, DOW is an excellent resource for you can play with the colour schemes in game to get your perfect :-D

10 October 2006, 07:45 PM
It looks like DOW but the model is way too thin... the real models look really bulky [ this must be south beach DOW lol:rolleyes: ]

It looks good though

10 October 2006, 10:13 PM
hmmmm... I think it's only because of the shoulderpads, because I used lots of references from DoW to create this and they use quite the same proportions. Don't let yourself get influenced by the big gun here lol ;)

thanks for the input

10 October 2006, 03:17 PM
yeah, the thighs look too skinny, and too far apart.
and your texture still looks to clean.

nice start though
and slythis, they're adding the necron and tau in the expansion that comes out days from now! thats 7 races? you want more?

10 October 2006, 09:22 PM
Yes about the distance between each thigh, you're right. It might be my lack of experience but I planned on bringing them closer when rigging it. there might be some minor clipping but I can live with that considering it's low poly. Do you think this is wrong?

Thanks a lot for your thoughts!

10 October 2006, 09:28 AM
This is looking cool

I do some work as a modeler on a DOW mod and this looks like it would fit in perfectly

03 March 2007, 08:38 PM
After I left this aside for a while, IT'S BACK AND DONE! yay. I used two texture maps, a 1024x1024 one for the main character, and a 512x512 for the shoulders/gun and additionnal add-ons that will come for character variations later on (I left a lot of room on that addons map)

Here's the turntable:

and the "final":

it's got 1536 polys (I jsut switched to 3ds max 9 and have no idea how to display triangles, can anyone help?). It uses a Diffuse, Normal bump and Specular map.

First time I rig a character too, pretty happy with what I got to learn and how it all works. Of course it's just basic rigging with bones and very few constraints but it serves its purpose.

I'm also going to add badges on the shoulders, but I only need to figure out how to put two layers of textures on two different texture files(I want my badge to be a separate 64x64 texture). Again if anyone has a hint or clue tell me! ;)

I'm open to all comments, I wanna make sure it's final before I post it in the right forums

03 March 2007, 12:50 PM
Not bad the golden texture is very good but I suggest to add some dirt on the armor. The magazine of the bolter seems a little bit too "fat" and short:

03 March 2007, 01:25 PM
excellent, ty I'll check this out and post an update

03 March 2007, 06:30 PM
I don't know if you are aware of that but you can easily import the ingame model in max... do that and then you'll be able to compare your model. You'll see the legs are too thin.
For the triangle count in max9 look under statistics, all you have to do is choose which one you want to have in the viewport (shortcut is 7 the have the stats displayed).

03 March 2007, 07:34 PM
Thanks for the crits. Here are some fixes:

-Added dirt on most of the body
-Enlarged legs
-Triangle count : 2477

Any more thoughts?

03 March 2007, 07:58 PM
Cool ! I suggest to reduce a little bit the distance between the legs and I find the arms a little bit too much "muscled", but I know the original GW models haven't good proportions and is matter of opinions.

Original GW model:

Here you can see a more proportined drawing:

And a (near) 1:1 scale model:

Uh! Another thing: you can try to enlarge a little bit the dark green shadows of the eyes, perhaps add a bright spot like the drop gem ?

03 March 2007, 08:15 PM
THanks a lot for en input and taking the time to post some reference.

About the distance between legs, I made bones for this character so here's how he looks like when the legs are positioned properly:

Concerning the arms, I know they're big but I like em that way, hehe ;)

03 March 2007, 09:54 PM
imo it would look better (more accurate) if the legs were shorter.

Also, I think you could model part of the sign on his torso, just to suggest some relief.

03 March 2007, 05:01 AM
hmmm you might be right about the length of the legs, I'll check this one out

03 March 2007, 05:58 AM
i too think the leg should be shorten.

Look good BTW

03 March 2007, 04:29 AM
Thanks for the crits again guys.

I just want to know, other than the flawed legs, do you guys feel it looks right/good? Texture-wise, think it could be improved?

03 March 2007, 08:20 PM
look OK to may maybe with a bit more badge or some battle mark/ honor.
it look a bit too generic IMO. if you look at the image given by el_pube you can see many customisation on the marine armour except for the miniature.

Belle job.


03 March 2007, 09:38 PM
Merci! ;)

But yea, I was planning to make this one a more generic character and make a command squad out of this guy. Make a few variations so I didnt want to go too deep into it. It's also why my 2nd map for props is nearly empty.

Thanks for the feedback again.

03 March 2007, 12:18 AM
a 1024 for the whole body should have a lot more details, try adding more scratches in the areas where there would be more wear and tear happening ie the end of padding. IMO you really don't need that much texture space for such a small caracter, especially for a generic one.

03 March 2007, 04:22 AM
no no no, I'm making a generic one in order to convert it into specific ones! I'm not giving it too much features, I wanna keep him very basic and neutral and add more details to the actual "hero" character I'll make out of it.

03 March 2007, 08:50 PM
Here's an upgrade for the captain version. I'm working on the texturing right now so it's very basic add-ons so far. There's still lots of work to be done and since this isn't a generic character, I'll add some more details to the actual armor texture.

So this is only using a diffuse map so far.
3324 Triangles.

08 August 2007, 06:07 AM
Alright so I decided to come back and re-edit the original space marine, I'll see if I still wanna continue to make variations of it some time later. I rigged the guy as well with the little knowledge I've got about that, so here he is:

I am currently rendering a turntable of this piece, I'll be uploading it as soon as it's ready.

Any thoughts before I make this officially final?

08 August 2007, 04:47 PM
alright here is the turntable!

link (

Right click & save as

08 August 2007, 05:27 PM
Looking good, I would've recognized the model even without the forum title so I think you've achieved what you set out to do already.

One crit I noticed in your "action" pose is on his neck. When he's looking up like that, it appears the base of his neck pops out of his collar. You may want to adjust the rigging so head movement doesn't affect the base of the neck geometry.

08 August 2007, 05:53 PM
Tanks for the feedback, I'll look into this!

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