Starcraft - Terran Marine


#1

Hi Everyone,

I just can’t find a good subject to my next Model. Then I tought of a short cinematic I could do someday. Always wanted to do a Starcraft scene. And always love the Terran Marine exosuit. So… lol

So I will start soon. I gather all my refs and post some on a board (I have more then that of course)

I also photoshoot my action figure of Tychus Findlay for my Orthographic views. I know that , because of the joints of the action figure, I need the correct some piece but hey it’s a big challenge.

I also collect some pictures on Pinterest for those who want more Starcraft stuff


#2

Well. I try it. I try to match the photo not my orthographic references, because I was prefering the others models. It’s a toy ref after all, the size et proportion are wrong… Maybe I will restart it from the boots and go up.

I take 84 screenshots from the teaser cinematic real good ref. I share it with you.


#3

I start blocking the thing. I didn’t go crazy to the subdivision in Softimage for now. I would like to go really deep in the detail. In the topology and not in displacement.


#4


#5

Nice start.
I hope yours goes smoother than mine did. You are right, References from all angles is key.


#6

Hey man,

I really like the concept for this, and it looks like your off to a good start!

Does the human inside match up to the joints on the suit? It seems there are lots of fan art pieces out there. Some look like the elbows and knees would match up, while others don’t. Or maybe since this is fiction, it doesn’t matter. :slight_smile:

-AJ


#7

In the game the torso and legs match, but the arms do not. The hand is inside the gauntlet. The wrist and hand of the suit are robotic. That sort of makes the elbow an issue.
You can see the suit up process in the first trailer of StarCraft 2 Wings of Liberty.


#8

Yah I will redo some adjustment for the human proportions. The leg knee are the real joints in the cinematic version but the arms are a bit off.

Don’t look at my render yet :wink: I will ajust it this weekend


#9

I fix my proportions based on HOTS cinematic with Jim Raynor in armour suit.

Also add some details


#10

Hey Scote! nice work so far cant wait to see him finished!
Im also doing a starcraft terran ghost! :smiley:


#11

Yah I saw it for sure :0 good work you too


#12

WIP005:

[ol]
[li]Start The Hips. The bigger challenge of the all character I think
[/li][li]Add smalls meshs on the torso
[/li][li]Add various shaders
[/li][/ol]


#13

sick work dude
its already coming together


#14

Thanks a lot man. Very appreciate. I plan to render orthopgrahic views for other artist… Because there is none.


#15

WIP 006:

[ol]
[li]Add details on the boots (knees, boot tips, boot )
[/li][li]Refine the helmet a bit
[/li][li]Redo the backpack (not show on wip006)
[/li][li]Starting Blocking the arms
[/li][/ol]


#16

WIP 007:

  • Add a platform as a socle

#17

Nice! This is really moving along well.

Are you using hard edges with your smoothed polygons? Could you maybe post a few wireframe shots? Some of your corners look a little unrefined. Most people probably wouldn’t notice, but they do hurt the form a little. The areas that stand out to me are the bottoms of the shoulder plates, and the area around those four circular things on the chest.

-AJ


#18

Yop your right, it’s smoothed all over. But just simple deg… don’t use hard edge, I bevels the borders for that look.

I use smooth edge just for now, WIth all the details I plan in higher steps in zbrush the smooth edge effect on the body will be gone for real poly. I plan to get a medres model for the animation.


#19

Hey man,

It might help to adjust your topology to respect the panel edges a little more. Try adding an inset edge that goes all the way around the edge of the panel, and stays even throughout. I would encourgage you to play around with using creased edges, as its a really useful technique. When you use it well, you can get some really sharp and controlled highlights around the edge of your panels, and it really makes your models look sharp.

The red edges here are for your panel edges, and the green loops are edges that you would use to add the slight curve in your panel. Try tagging the dark edges as hard, and add edge loops in between to get a really sharp and controlled bevel.

Here is a quick demo. At first you might be bothered by the sharp edge in the normals along the bevel, but that’s what you want. The surface should continue along in a nice smooth curve, and then all the sudden it turns into a sharp corner. If you line up your middle edge loop well between your two creased edges, you wont even notice the line.


#20

Cool, I will try that. thanks