View Full Version : Space Vagabonds Assaulter - Game Model, Paul Clayton (3D)

03 March 2010, 12:15 PM (

Title: Space Vagabonds Assaulter - Game Model
Name: Paul Clayton
Country: United Kingdom
Software: Maya

Space Vagabonds Assaulter

This is my latest project which is now finally finished. It has taken a few weeks longer than hoped, but I am happy with the result. I found the amazing concept a little while back and had to try and make a game model. Hopefully I did the concept justice in the end.

The model comes in at 15,061 Triangles and is rendered in Marmoset Engine with 1x2048 Diffuse/Spec and Normal.

I am still planning on a pose for this guy, maybe a gun and walk cycle at some later time. As for now I have to move onto something new. I`m currently job hunting ;) so.. this is my new reel high light.

Thanks to all who encouraged me along the way including my supportive wife, and professionally my ex-Art Director who pushed me to spend time polishing and not leaving it 95% done.

Thanks for looking. :)


Wireframe + Texture Sheets : ( (

Based on the original concept by -

- Rendered In Marmoset ( Engine -

03 March 2010, 12:55 PM
Nice! 15 000 tris is quite much, but for such a character it is ok I quess:)

If u are looking for a job now, u should not have any problems with that with your skills, good luck:)


03 March 2010, 01:00 PM
This looks fantastic m8, you wont get any crits from me.. The textures and modelling looks spot on and I dont think 15k tris is too high at all.. Are you going to animate him? I think you should ;)

03 March 2010, 01:37 PM
This looks fantastic m8, you wont get any crits from me.. The textures and modelling looks spot on and I dont think 15k tris is too high at all.. Are you going to animate him? I think you should ;)

I think that 15k tris is ok too for such a character, and never said it is too high


03 March 2010, 03:33 PM
Very good work! Modeling, textures and materials are fantastic.
My main problem with this is mostly about the design. It's perfectly symmetrical. There's not a single element that breaks it. I think that breaking the symmetry would improve the silhouette of the character.
But of course, as you said, it is not your concept. But looking at the textures, they are perfectly symmetrical as well. Giving the texture more variation would have broken the symmetry at least in that aspect.

03 March 2010, 11:23 PM
Looks great! Nice work!

03 March 2010, 11:31 PM
Looks tidy Mr Ern. You've done a great job of a great concept :)

03 March 2010, 01:35 AM
Nice! 15 000 tris is quite much

:shrug: :shrug: :shrug: :shrug: :shrug: ????? I donīt think so,the polycount is nice!

Nice char man,nice polycount!

03 March 2010, 03:58 AM
great work and nice texture

03 March 2010, 02:45 PM
That looks cool, very impressive.

03 March 2010, 04:10 PM
You've done a great job :) really nice character model and texture work! Well done!

03 March 2010, 01:00 PM
hey paul!

wow, your characters just gets better and better. really think you up'ed your textures even from your last one. great job.
would love to see a more action like pose and maybe some kind of shotgun to this guy.
keep it up dude.

oh! btw. can you show the wire?


03 March 2010, 08:51 PM
hay you guys! Thanks for the feedback so far, good to see a couple of familar faces :beer:
I`m glad people like the textures, its an area of weakness I found, so really put my time in on this one, also spent a LOT of time getting the spec just right, makes or breaks a model.

for ras : here is the wire, normal, and marmoset test in one lovely pic. (

04 April 2010, 07:03 AM
Really nice it

Can i ask some question?

- How u bake ur Normal map? xnormal or zbrush?

- How u paint ur color map? combination of AO and cavity?, by Xnormal or zbrush?

thanks bro really love the detailed

04 April 2010, 12:46 PM
Hey sasin (, glad you like it, just spent ages putting it together for my reel.

The normals were mostly grabbed in Maya. I normally make a frozen version of all my SubDivs as they don't usually bake. So its just a painful piece by piece bake, and then compile all the maps into 1 master map. I also used Xnormal to try and grab the ones which Maya just has trouble with. Not sure why but it just doesn't like some object normals and flips things around.

As for painting colour. I just start with solid colours, building up from there, with grunge etc. I also do various occlusion overlays, sometimes down to only 10% but with some changes to levels, just to pick up some details, get some hi-lights etc.

I used the Xnormal Photoshop plugins to make Cavity maps for overlay, and also additional normal map details, cloth, metal bumps etc. I have a map here if you want a look. The spec is where the real strength lies with this sort of object. (

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04 April 2010, 12:46 PM
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