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Re: Space Marine Model [Re: Redeemer] #300715
12/04/09 17:11
12/04/09 17:11
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
aw, and I've been workin on one too. was going to surprise you with it and say that I'd take the $20 and if you thought it was a good enough model you could just give me the other $30 when you get it:




just finished retopologizing the sculpt and baking the normal/ao map, was just getting ready to fix the artifacts and move on to working on the diffuse.

Re: Space Marine Model [Re: lostclimate] #300725
12/04/09 18:13
12/04/09 18:13
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
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Posts: 5,211
İstanbul, Turkey
hey, that looks better than your previous models(imho), only neck should be a little shorter and a little more narrow.


3333333333
Re: Space Marine Model [Re: Quad] #300744
12/04/09 20:11
12/04/09 20:11
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
thanks, Im having some issues with the normals, at first i couldnt even get a decent looking not jumbled map trying to bake it in blender so I did it in xnormal, but for some reason it seems like the shading is not inverted but backwards if you know what I mean. Like if you look just below the chestpiece, that is supposed to be a large led looking light, instead it looks like it just indents in.

EDIT:

see thats what he's supposed to look like but thats with the normals reversed in blender...

Last edited by lostclimate; 12/04/09 20:26.
Re: Space Marine Model [Re: lostclimate] #300754
12/04/09 21:32
12/04/09 21:32
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline OP
Serious User
Redeemer  Offline OP
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Joined: Dec 2008
Posts: 1,660
North America
Gah, too many choices! This is all really helpful, thanks guys.

@lostclimate:

Hmm, that's looking pretty nice so far! I'm not such a great animator though, so if you're making me a model, you're going to have to do that your self.

Also, mind if I make just a few suggestions?

Personally, I think he should be a bit bulkier. As a marine, he's gone through intense physical training, and that usually leaves you pretty muscular... Right now he looks just a little bit too thin.

I also tend to like helmets. It doesn't have to cover his whole face/head, and you can make a helmet-less variant if you wish, but I really like space marines that have helmets.

All in all, I'm very happy with the responses I've been getting. I hardly doubted anybody would just sit down and crunch some polygons for me, even for small $$$, so you can imagine that I'm pretty happy laugh


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: Space Marine Model [Re: Redeemer] #300763
12/04/09 23:24
12/04/09 23:24
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
EDIT: sorry double post

Last edited by lostclimate; 12/05/09 00:02.
Re: Space Marine Model [Re: lostclimate] #300765
12/04/09 23:51
12/04/09 23:51
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Posts: 2,154
Looks really nice.
The Hands are really well in detail and proportion.

The only thing that look akward:
-the arms seem to be joined too low at the shoulders.
-the Feet look too small (is he wearing no boots?)
a good measure for male feet is to have them be as long
as the lower arm (distance between the elbow and hand joins)
its about one foot long (haha)
-he looks like a slim basketballplayer, make him bulkier
(or one of his variations)

Re: Space Marine Model [Re: Redeemer] #300767
12/05/09 00:00
12/05/09 00:00
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
yeah,i can add a bit of volume to his limbs a little, as far as visible definition, his whole body is covered, plus the normal map is already baked and modified so I cant do much to it. for a helmet, since everything is baked already and set up I'd have to make it with a seperate skin (ive already seperated the body and the armor) but i could do it.

heres some of the texture work I've started on it.




EDIT: sorry about the double post, I was having a problem getting the page to load earlier so I waited a bit and clicked post and apparently it went through earlier

@damocles: thanks, Ill take those into consideration.

Last edited by lostclimate; 12/05/09 00:02.
Re: Space Marine Model [Re: lostclimate] #300768
12/05/09 00:07
12/05/09 00:07
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
again imho that's way better than your previous skins. damocles already stated most things to fix, i can only say that now knee protectorscan be a little larger.


3333333333
Re: Space Marine Model [Re: Quad] #300770
12/05/09 00:24
12/05/09 00:24
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline OP
Serious User
Redeemer  Offline OP
Serious User

Joined: Dec 2008
Posts: 1,660
North America
That's good. Keep it up.


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: Space Marine Model [Re: Redeemer] #300958
12/07/09 09:28
12/07/09 09:28
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
@LC nice job so far man! only crits I have for you are, his feet are too small, and the head+neck are too big... fix the proportions and you got yourself a GREAT 20$ deal redeemer grin

(basically, fix damocles critiques :P)

keep it up, you should post this in showcase 1 (I always forget the new names of those topics xD).


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
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