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Space Marine (early version) #122012
04/07/07 13:46
04/07/07 13:46
Joined: Nov 2005
Posts: 149
Vienna, Austria
E
Edgecrusher Offline OP
Member
Edgecrusher  Offline OP
Member
E

Joined: Nov 2005
Posts: 149
Vienna, Austria
Hi

Originaly started for Charge gun, I continued developing one of my drawings for a character, it's still in an early stage, but things are starting to be great

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Re: Space Marine (early version) [Re: Edgecrusher] #122013
04/07/07 14:10
04/07/07 14:10
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
finally a model that does not look like it has been clicked together withing two minutes. good to see, the polycount is high, wich is good and the design is good. however the nose is pretty pig like, id change that...

Re: Space Marine (early version) [Re: sPlKe] #122014
04/07/07 16:52
04/07/07 16:52
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
indeed. i'm curios about 2 things, a. which program did you use for all the details and b. how long did it take you?

comments:
well don, i like style, shape, great details. minor triangulation (?) problems in the helmet area (top and side).

crits:
obviously, some areas on the back and front don't stitch together, i guess you used the mirror modifier, these gaps have to be adjusted.

do you plan to normal map it? or just reduce the pollies to a reasonable amount?

Re: Space Marine (early version) [Re: broozar] #122015
04/07/07 17:30
04/07/07 17:30
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
Good high poly model start made with the new Blender tools ?
with Blender (free) or Silo you can use retopology tools to quickly make a low model from the hight model and generate the normal map.
keep it up.

Re: Space Marine (early version) [Re: TheExpert] #122016
04/08/07 06:16
04/08/07 06:16
Joined: Jan 2002
Posts: 3,176
VPrime Offline
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VPrime  Offline
Expert

Joined: Jan 2002
Posts: 3,176
meh its ok... way to early to tell, but it looks very messy right now, and way to organic...

There doesn't seem to be much "flow" into the current design.. looks like random "extrudes" and "mesh smooth" to look cool.

Keep working at it, it could be that its way to early right now, but i don't think i have seen any of your past work to make a judgment whether its to early int he work, or just needs fixing on the model it self..

Re: Space Marine (early version) [Re: VPrime] #122017
04/08/07 09:16
04/08/07 09:16
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
The model with its detail look promising !!
I would say you used Zbrush for it
Can't wait to see this finished

Happy Easter ^^

Frazzle


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Re: Space Marine (early version) [Re: frazzle] #122018
04/08/07 11:53
04/08/07 11:53
Joined: Nov 2005
Posts: 149
Vienna, Austria
E
Edgecrusher Offline OP
Member
Edgecrusher  Offline OP
Member
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Joined: Nov 2005
Posts: 149
Vienna, Austria
Thanks all for you kind words

I use Cinema4D Release 9 for modeling
Because of th gap, it's because I use a symmetry object, but I'll make it editable afterwards, just in case I still want to change something

I plan to use the hi-poly version as normalmap and then apply it on a model with less polygons

I'm looking really forward to painting the skin and animating it

Cheers,
Felix


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Re: Space Marine (early version) [Re: Edgecrusher] #122019
04/08/07 19:06
04/08/07 19:06
Joined: Jan 2007
Posts: 1,565
innsbruck, austria
achaziel Offline
Serious User
achaziel  Offline
Serious User

Joined: Jan 2007
Posts: 1,565
innsbruck, austria
if you ask me, i'd keep the pignose. it makes the model look unique^^ i mean, all the time the same helmets over and over... that bores me these days. that's, finally, something new!


Yeah, but... Who is Lu?

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