so sorry if i come off a little retarded asking, but was that virtually all done in maya/3d max or is that zbrush (your work looks really nice so i was curious about the workflow process). once again good job (just finished starcraft II too wah wah).
Starcraft - Terran Marine
I use Softimage.
I start by gathering References pictures of blizzard terran marines screenshots from various sources. But the fanart sources are sometime good.
I finally found a good orthographic views from Walter-Nest on deviantart
No secret here. But to get that lowres version and find details… I use all others sources pictures.
For modeling I start with a plane. I don’t use cube modeling, i’m a plane modeler.
Very cool stuff!
Is that last pic a reference or is it the first texture? Atm it has a bit of a camouflage effect and hides the forms.
Really neat hard surface.
Nah It’s the real Cinematic lowres model.
ut Thanks I will add the lines in a short future
WIP 008:
[ul]
[li]Add details on Shoulder
[/li][li]Add none blocking hands
[/li][li]Refine the topology on the Chest
[/li][/ul]
Hey man,
Congrats on making the front page!
Could you maybe throw in a hidden line removal render with your updates? I’ve found to that if you crank the brightness and contrast on it, it works well on top of your main pass with a multiply mix.
-AJ
yah… wireframe on shaded style
I will in the end.
WIP 009:
[ul]
[li]Add displacement maps on shoulders (will rework the topology to fix the problems)
[/li][li]Add displacement maps on leg
[/li][li]Refine the leg (holes in the front and the back)
[/li][li]Add some textures for fun. (Nothing final)
[/li][/ul]
WIP 010:
[ul]
[li]Adjust the lights shadows
[/li][li]Delete none Arnold shaders (The hands was phong)
[/li][li]Display the back portion
[/li][/ul]
As you can see I need to work on that back… The little pieces are there after all.
Hey man,
It’s really coming together nicely!
Did you use a displacement to render the lines on the shoulder? Any chance you could add a few wire frame shots?
Your site might be getting overwhelmed, as your images are loading really slowly.
-AJ
You want to know if my site will be full soon, because my pictures are so big? My site load well here… You mean the big pictures loading or the thumbnails?
I have 10 gigs for my site
But ya I will give new wireframes when I will blocking everything. And ya I use displacement map for the shoulders. But I will retopo for real. Not displacement maps just for cracks.
New WIP mode:
I will change the number and the logo on the shoulder each time I create a new wip picture.
WIP 011:
[ul]
[li]Change some blocking meshs for the finall modeling (forearms, shoulders, the 3 visor and joints on the hands)
[/li][li]I change a displacement map shoulder for a “retopo” mesh with real crack. Render quicker and better
[/li][li]Start the back a bit
[/li][li]Add detail on the torso part (headlights (not final i think), the cracks around the X hole, the neck area)
[/li][li]Add a frame to my wip picture (no purpose
but I feel some 2d art the day I do it)
[/li][li]Change the light set (many more final then good lighting for a Modeling demo to show the good topo etc. but I feel It’s reveal the forms)
[/li][/ul]
Hey man,
Looking good! The lines on the shoulder look pretty sharp. Great work on those. That cross thing in the very center still bothers me. It looks unrefined, and since its in the exact middle, it really needs to be sharp.
I know your pretty secretive about your wireframes, but I would love to see how the retopo came out from the displacement map. :drool:
-AJ
looking good. are you planning to do the dents with displacement, an actual surface morph or a combination of the two ?
Thanks
which dents do you talk? I plan to get a final mesh high res with no displacement. But i want to know which dents do you talk about. The ones on the shoulder?






