Hey Polycount!So its been a long time since ive used this site! But here goes nothing, I've put this project off for too long!
I have always wanted to make the definitive, realistic, true scale 3D Space Marine. Ive had annoyances with how they have been made in certain 40k games and movie adaptations and want to put my spin on it, and I'd like your help!
I think the best versions of the 40k Space Marine have been in Plastic Wax's Dawn of war 2 Cinematics, and im also very fond of the in game models from the third person action game "Space Marine" so proportion wise im aiming somewhere in between.
My Goals for this project in order of importance are:1. Finish the damn project.
2. Have a aesthetically pleasing "correct looking" fully armoured space marine.
3. Make multiple Space Marine weapons
4. Have the model posed in a diorama action scene within marmoset.
5. Have some if not all of the armour be removable to show the bad ass underneath (including the black carapace and how the power armour is worn, just for me really, it most likely wont be seen in the final set up! This is the less important goal)
Id love as much feedback as possible and any references for sweet looking realistic space marines would be much appreciated.
For you Lore nuts im going for Mark 7 "Aquila (Eagle) Armour" to start much might experiment with the face gaurd from the Mark 8 Armour/
Here is my current reference board I will be updating:
https://uk.pinterest.com/kylehall3572/space-marine-project/I have started modelling the helmet and blocked out the proportions in 3ds max, I want to get the proportions spot on before I start the hard surface modelling, most of the detail will be done in substance painter with alphas.
Replies
Mostly cleaned up the main high poly shapes and made sure the different armour plates were spaced out correctly, I also changed the shape of the chest and significantly widened the neck area ( which still has allot of modelling to go. )
Also what direction are you taking these Marines? What chapter? What sort of regalia and adornments are you planning on?
I think the head would look a bit better if that mouth piece thing would be a bit more thick. Personally I like the general shape of the DoW2 mouthpiece more.
Good luck!
Nice Shout Zi0, I'll see how that looks in the next update! Thank you for the feedback!
So Ive started making the main large details that will need to be baked for the game rez, but im not going into minute detail yet. Most of that should be doable in substance painter, my goal with the bake is mainly to get clean bakes of the edges so that I have options to add none destructive battle damage on layers in substance painter.
Im pretty sure this guy will be a blood raven Captain now, but I make the imperial Aquila for his chest as a placeholder. Im sure i will use that motif in other areas anyway.
Oh, and I did a few keyshot renders for shits and giggles.
@KyleReeceHall
Beautiful render and this piece is really coming along! bellow are my thoughts on how to more forward, tell me what you think!
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Too barrel chested - consider making the chest armor a bit bigger to bring out the shape
the top part of the boot plate is angled not straight
the back of the boot is rounded to accommodate for the foot
armor is too smooth - create indentations, lines, bolts, where the armor plates connects
knee guards are much more pronounced in reference material and are clearly their own piece
consider making the leg (calf) armor bigger to differentiate the shape from the rest of the leg
For the future:
What differentiates space marines from one another is the regalia that they wear, please make sure to embellish your Blood Raven with lore friendly items that tell a story of who that character is.
Dont worry about panel lines and armour detail, that will be easier to do in substance painter instead of baking it in. And there will be lots of blood ravens iconography in the end, and im going to use abit more of the bleached bone colour instead of just the dark red they usually are, hopefully this will make him stand out.
(EDIT: Argh shite, I just realised the shoulders didn't have turbosmooth turned on for these renders!)
Note to self, slightly raise shoulders.
So the space marine is modelled and baked, but I started texturing in substance only to realise I didn't really have enough memory to do what I wanted to do, so after a crash, now I cant open the file without my PC running out of memory. So until tomorrow when my extra 8gb is delivered, have a KRAK Grenade!
I did this to practice my workflow while im waiting for the memory, since i couldn't open the marine file and was happy with my progress on the armour material. Hope you like it, much more to come!
also I am curious, why did you go with an Aquila with a blood drop and not with the blood raven insignia or even the stylized raven and blood drop on the davian thule reference?
Yeah its still very early in texturing, im only doing a few hours a night on it.
I saw the Aquila with the blood drop in some images and proffered the way it looked on the chest, plus its just little details that make this marine "my marine" I suppose. The image you posted will definitely be on the shoulder.
Updates!
Been really focusing on trying to nail the power armour material, still not happy with it but its getting there. Any feedback would be appreciated. (shoulders, back, and arms have had the least work so far, will be applying the finished materials to those after I nail the body and head)More texturing updates, added pouches and grenades, still very WIP, tweaking materials for marmoset rendering, im getting allot of differences between substance painters veiwport and marmosets, which is very unfortunate but im working through it. Feedback appreciated. Thanks!
I should really stick with a lighting setup since it makes the materials look different in each render... Hmm.
Also make sure to add the motor for the sword, there is just empty space in between the ridges on your sword..
EDIT: Never mind I realized what you actually meant now!
Still slowly chipping away at this project, and definitely going to push through to the end, which I do believe is in sight. The chainsword is now Game rezzed and I have wacked some basic materials on it just to show you guys progress, it will change drastically!
Here I have the final textures on the chainsword, as you can see, I plan on the final scene being quite bloody!
Between the first image and the last two I actually changed up the armour material too, I thin kit looks much better and less glossy now.
I would just point out that kneeling is not a very imposing pose. If he is holding a trophy, he would be standing and be proud of it, most likely with his head looking up.
Something like this:
Cheers.
Missed this thread. Another possible pose is having the space marine stepping on the Ork's head and pointing with the chainsword pointing and calling out his next challenge. I recommend adding a ton more purity seals and using substance painter/nDo adding indented holy scriptures onto the armour. It'll add some interest on the blank plate.
Here are some of the latest renders, twaeky tweaky tweak. Ill probably finalise and upload this weekend, im unsure on the lighting atm. Hope you like.
I added blood alpha cards for the orc (and make its head much larger) and tweaked some of the textures on the marine, most noticeably the feet and lower legs. I dont think im going to add or change anything else now, just focus on getting the light right at making the renders as nice as possible.
"The principle is that what the enemy cannot see he cannot kill. This is not the way of the Adeptus Astartes. A Space Marine’s armour is bright with heraldry that proclaims his devotion to his Chapter and the beloved Emperor of Mankind. Our principle is that what the enemy can see, he will soon learn to fear…"
Calling this finished now, its been a long ass project and i could keep tweaking it and adding this forever but i need to let to go now. Im quite happy with what I ended up with, it was a very challenging thing for me to make and I almost gave up a few times but im glad I got through to the end. Thank you to everyone who took the time to comment and give feedback, it all helped allot!