Hello everyone! I've been lurking for awhile, decided I should probably nut up and start a wip thread. I recently started doing a space marine
drop pod from Warhammer 40k. I'm just about ready to call the hi-poly done:
I had this possibly stupid idea to go buy the actual model kit, and then scan the individual plastic parts for image plane ref. Which is exactly what I did. Maybe it was overkill, but hey it was fun. I've been thinking about getting into the miniatures as a hobby anyway (I ended up buying a bunch of paint and shit too).
I'm really anxious to start up on the low poly so I can get bakin', but please fire away with any crits or advice you've got first. I'm still sort of new at realtime 3d stuff (2D/UI artist here), so any noob tips especially are appreciated!
Replies
Here's some space marines next to one for scale:
As a slightly more serious crit I think that some area's of detail such as the piston looking things at the top could pop a little more, they are sunk into the side of the plastic model cos its necessary for production rather than that being the intention, at the moment it's like you modelled the model instead of modelling the object that the model is depicting.....does that make any sense at all?
should have kept the parts on the sprue so that you could refund it afterwards
cant help with the polycount I'm afraid, just add as many as you need to make it look nice
looking forward to seeing this textured, other than my niggles I really like what you have so far.
And yeah, the "modelling the model" crit makes total sense. Sounds like I should do another pass and think really hard about what some of these plastic bits are supposed to be representing instead of just modeling them verbatim. Do you see any other specific areas you would call out as being too "model kit"?
Wireframe (just under 20k triangles at the moment) :
If you were trying to hit your 12k budget you could cut tons of tris from the inner part of the drop pad. Also some of the small details seem to have micro details modeled on them that, depending on what view they would be seen at, could be removed.
Will you be taking this into a game engine or just rendering it?
chaosduck - the normals are on in that last shot, but I had the AO map on as a diffuse to help preview how the textures might look. Here's some shots of just the normals (both this and the last shot are in marmoset). Also this is mainly for self-education, and if I wind up with a presentable final I would like for it to go in the portfolio, but it's just going to be a few marmoset grabs.
You also seem to have 2 large triangles showing in your maps, on each of the 'arms' one at the top and one right above the circular vent thingy. Those are very distracting and don't seem to be part of the reference model you posted.
With that said this does look lovingly created, especially crazy by actually modelling the parts of the kit, great job there.
Can't wait to see more.
I started playing around with colors as well, but haven't gotten too far with it yet, just masking in stuff. I figured I'd post it though just to give an idea of where I'm going with this:
I sort of regret trying to do something this complicated before getting a better grasp on all of this stuff. This is only my second or third attempt at doing a lowpoly / game-appropriate model, and my first attempt at baking down something entirely hard surface. But hey painful learning experiences are the best ones, right?
http://en.wikipedia.org/wiki/Atmospheric_entry
Looking pretty badass