Hello fellow polycounters.
I'm going to be creating a game ready 40k Space Marine Dreadnought to go into Ue4.
I plan on making a variety of armaments for this so i could possible later on develop a ui system in Ue4 which allows the user to customizes their own Dreadnought. However for now i'm going to be fouces on the modeling and texturing side of thing first before i create a ui system without any content to put into.
All advice and critics are welcome, I've seen a few others making a Dreadnought on here and other sites so i'm going to see if i can do any better since I've always liked the design of the SM Dreadnought.
I've been working on this for a few weeks when i can and now i feel i have enough progress to begin a thread on here.
My goal I've given myself is to have this modeled and textured in two months, so lets see how that goes.
So for references this is what i'm planning to work on.
I've stil yet to add some of the more finer detail such as skulls and cables which will be added later once i have the base shapes down, which will then allow me to kit-bash some of the trims around the other components.
I've done most of the hardsurface modeling in 3dsmax and will be doing the trims and wear detailing in zbrush.
Blockout
Hp Torso
Hp Legs
Hp Backback
Hp Lascannan
Hp Assault Gun
Hp Rocket Launcher
To just say again, any and all advice and crits are welcome since i hope to improve over the duration of this project.
Replies
Hp Close Combat Arm
Try making some of the distinctive edges smoother to get a better bake and definition from afar, aside its looking nice so far
Your also spot on with the flamer it is a lot bigger than it needs to be, its currently about the same size as the whole arm. With some of the smaller assets i like to model them bigger than needs be so it easier to model some of the smaller details. Then scale them down later. The same as you would when making texture maps.
I've been adding a few pipes to all the above meshes that will render out in the future.
Here is a hp under arm boter I've done.
I'm currently now working on some of the accessory that i plan on kit bashing on the above assets.
Hp Smoke Launcher
Hp Honor Seal
Hp Laurel 1
Hp Laurel 2
Hp Cross Skull
Hp Spotlight
Finally all the base modeling is done, the next step being a detail pass in zbrush. I'm going to be attempted a used beaten look, as if its been in a few battles. So any advice on wear effects in zbrush would be much appreciated.
I did hold off making this post till i had something to show for it, low polys final done.
Here are my accessory, low poly and high poly becided eachother.
As always any insight or critiques are appreciated.
Also, drop in a nice gradient on the background, will help alot.
Kinda painfull to look at the shots as they are.
I also tried a blue version. I was trying to push its modularity by change the parts and color around to show case how i could be used. Thoughts?
Here some wires.