Alright, finally a new post in ages. I'm going to be updating this on a weekly basis as I only really have time to work on this during the weekends.
This my personal take on a Space Wolf Venerable dreadnought. Trying to only stick somewhat to the original design and create my own variant. It's also an excuse to practice some hard surface modeling.
Main Ref:
WIPs (high poly):
Replies
I learned it hard way while modeling Stormblade (hi fellow WH40K fan ).
What I would do instead is model basic unique HP with big details, then LP and bake it. Then I would add all smaller details with nDO.
I was getting really mad when my bakes wasn't clear enough because rendered couldn't catch all those small things I wanted with perfect angle (not to mention it took ages to bake).
Your call anyway.
Red
Looking great so far, throw some wires up!
Also, I've decided to go into a traditional Norse direction with all the decorations. It meant not be true to to the 40k universe, but hell Space Wolves are Space Marine Vikings, so it will still read. I came across this artist who mixes traditional Norse decorative art with contemporary ideas. I think he has become my favorite. His work will serve as great inspiration for this project. Have a look:
http://www.brunnsberga.com/
Anyway, here are two pics
I also started sketching out some of the ornamentation.
Also, some parts had to improvised as I don't have the miniature in front of me and finding reference for certain parts and angles proves to be rather difficult. (If you can point me to any that'd be awesome!)
Anyway, any thoughts and critiques are much appreciated!
Also, Upon further inspection, I'm noticing that a lot of your detail work is 90 degree angles, which won't bake well at all if you're going to shoot for game res on this thing.
It's definitely an interesting take on Space Wolves style, I hope I get ot see this finished.
Now that I look at it I certainly agree about the thickness of the barrels, that will definitely be changed for the game model. Good catch!
All edges in this model are actually beveled, but it seems not enough to be too noticeable. That will be change for the bake.
I did sculpt the skull, but ran them through decimation master to get them into Maya, a lot of detail unfortunately got lost in the process
In terms of noise, and such. I'm relatively new to VRay, so a lot of this has been a learning experience for me.
It will be a while til I can return to this one, as I have some obligations with other projects, but I vow I will finish this!