apparently everyone is doing these. I started this a long while back but came back to it this week. High poly is still WIP:
Hopefully making a thread will keep from being lazy and abandoning this once I get distracted by something shiny
I need to take a good long look at the legs and figure out how the fucking hip joint is supposed to work, because as they are modeled in the tabletop they don't.
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The only thing I can see right now is that the feet look a bit too thick, it's one solid mass. If I recall correctly (mostly from the DoW cinematic by Blur and in-game unit) the individual clamps on the feet are on a rotatable hinge so it can adjust to the terrain. With how you have them set up now they don't look to be capable of doing that.
Other than that it looks like you nailed the overall silhouette and proportions Ghostscape, nice job.
p.s. we, necrons, comes l8r and kill all :P
mind making this a forge world based dreddy? Or a old Verterable dred'
http://www.forgeworld.co.uk/acatalog/SPACE_MARINE_DREADNOUGHTS.html
Something more akin to this Grey Knight dread:
http://www.forgeworld.co.uk/greyknight.htm
I'm not sure if I want to give it the inquisitorial bits or make it some other chapter yet, but I want to add some stuff that will let me get some zBrush practice in so it will be a bit more ornate than the average dread.
Small update - re-worked the toes to give them extra articulation, added some of the details to the chest.
The torso still needs a lot more detailing but I want to mass out the rest of the shape before I start detailing it out, as I'm not 100% certain what chapter I'm doing, yet. I'm thinking Grey Knights because I dig the extra level of Gothic they get.
http://www.spuler.us/40k/large/the_blood_angels_omnibus.jpg
plus furiosos are just plain cool :P
Maniche
Here's a bit more work on it. Going to give it an assault cannon most likely for the other arm. Also going to scrap the regular dread sarcophagus in the front and give it a big Inquistor I like the grey knights dread has, I'm thinking this is going to be a grey knights dread. Oh, I need to give it a thousand skulls, too.
Anyhow, here's some progress:
I hope to see some high DOF renders at the end that make it look model-sized.
Been lazy on this, but here's the finished hi-poly at the moment. Looking for any and all crit before I start on the low-poly. Might do some nice looking renders with it since I haven't in forever.
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The arm is kind of disappointing compared to all the detail on the torso, it just looks like a big smoothed pyramid. I would try to define some better big shapes, break it into 2-3 pieces that are joined together, specifically the left arm.
Other than that, the bevels feel a bit sharp.
other than that it looks quite awesome.
Probably does need some more icons on the arms and shit though...
Hopefully this weekend I'll get some time to add some icons and stuff to it, crazy-busy with work at the moment.
I find that when rendering complicated objects like this, there is no need for everything to be high poly. Like if you have bolts and stuff, you can turn off or put turbosmooth on the lowest level. Most of the times, your control loops will make everything look high poly with smoothing group 1 without having to turn the turbosmooth on.
For example, on this model I only smoothed the round sections for the hp render, everything else is just the low poly with control loops. I smoothed each piece for the bake, but for the render it looks fine.
http://www.konradbeerbaum.com/flakkcannon.php
Someone must have it bookmarked. You guys know the one. shellac materials, best high poly render tutorial ever...
EDIT: found it. http://boards.polycount.net/showthread.php?t=60887
The tutorial is great but it gets improved on throughout the thread. A very good read.
-N
Many warhammer dreads are started, precious few are ever completed, finish it and earn the eternal respect of your legion and your emperor!
+end geekrant+
Added a bit more detail to the shoulders, added the missing hex-rings for the ass-cannons, need to figure out if I'm going to sculpt some details for the shinguards or do some texture-based stuff for those, and now that I look at them again I realize I keep forgetting/putting off fixing the smokestacks. I'll be addijng purity seals to it in the low poly later on so those will help the shoulders look more impressive, too.
Low poly in progress, the relatively un-optimized the legs are 7k total which is pretty steep I think my target for this guy is somewhere in the realm of 25k or so. Once I've progressed farther along I need to do some articulation tests and see about fixing up the feet and such because every tri I shave off the toes is 8 saved, etc.