Thanks a bunch for the feedback/critique! appreciated as always!
Ah I see OtrickP, didnt think about that really
Ill make the tongue more dragon/reptile like.
Thanks again for dropping by and taking time to comment our little war
I'd also like to thank people for checking it out Always glad to see people dropping by and leaving a comment or two.
I've been giving the "sharp edges" criticism some thought and while I could see it would become a problem if this was to get baked down, I don't think it will have a large impact on a scene rendered in vray. I did a few tests using highly reflective vray materials and HDRI maps to see what edge highlight I could expect, and the result wasnt so grave that I lost detail. In offline rendering is just a matter of a proper anti-aliaser and resolution.
I've been looking at some of blizzards own high res renders of the marine they used in the SC2 opening cinematic, and I think my edge sharpnes is very close to theirs.
Here's a pic: , While I know that the resolution is a bit small, I think it's nearly the same edge creasing.
If I ever get to bake this down, I will of course have to go back and edit my creasings and control edges, but for now I don't think I have the time to go over and edit all the control edges at this point in time.
Still, thanks for the feedback
Its not how your edges flow but the overall design language that don't fit together.
if you look at the picture you attached, you can clearly see the design flow of smooth curved shapes in the silhouette, and then some sharp squared shapes where the more technical parts are. so I'm with OtrickP that they don't fit to the design of the body.
Its not how your edges flow but the overall design language that don't fit together.
if you look at the picture you attached, you can clearly see the design flow of smooth curved shapes in the silhouette, and then some sharp squared shapes where the more technical parts are. so I'm with OtrickP that they don't fit to the design of the body.
Keep going :thumbup:
ser nice ud /cheers from Denmark
But that will then be a flaw in the design. My mesh at the moment is based around ~75-80% of the original marauder concept and models. And while that's the model I'm trying to recreate, I guess it wouldn't make alot of sense to start changing core parts of the marauder design.
While I know there are some things that the original creator(Meshiah) did alot better then me, it's comming down to technical expertise where I think I lack experience in the hard surface compartment compared the modellers at blizzard.
But when that has been said, I can see the points and I'll try to keep them in mind in the future.
the marauder looks great you done an awesome job on it. wouldnt mind seing that guy kicking some zerg butts around. any plans of texturing the highpoly? ( sorry if this has already been aswered)
the marauder looks great you done an awesome job on it. wouldnt mind seing that guy kicking some zerg butts around. any plans of texturing the highpoly? ( sorry if this has already been aswered)
I know this is late, and also a due to the actual concept, but I just really cant see a man fit into that suit. Especially because of the legs and the distance between them
awesome new render zpanzer!
but i think the key light from the back could be a bit higher imo and maybe an really soft gobo light spot from the front with low intensity to give more depth and pop to it.
cheers next
Having trouble deciding on a color to go with before I start texturing it. While I think the gray/black theme worked well in SC2, I think it would be cool to see it on some other colors. Maybe like a commander marauder? I kinda like the blue style they got going for the marine.
awesome hardsurface zpanzwer:thumbup:! i like all the colors actually, but since you combo'd the marauder and the firebat, maybe a combo of their colors? like the gunmetal grey with the red/orange? maybe have the grey as a base and accented with the warmer tones? and then you could have some signage on him that shows he's higher up in the ranks. great job so far!
wretchedgoat I'm having trouble beeing productive atm, and I'm busy at work in the near future, so wont see any big updates from me atm. I'm sitting on the Hydra's main body, everything else is done. Gonna texture and pose it in mudbox. Havnt got time to retopologize it as I hoped to do.
Anyway you will see some updates next week hopefully.
Growgor
Looking awesome as always, not a big fan of the material you're using for showcasing, but it really doesnt matter in the long run :P
Only thing I can point out is that the two first spikes on belly needs to be moved to accommodate the slots you've made for them
A little update... Been having a blast(not) unwrapping this badboy and now I'm finally good to on the texture side of things. So here's a little shader test.
Replies
Jesus my progress is going so slow at the moment! meh..
Yeah, dont know what your final map resolution will be on the LP, but it would royally suck to lose the panel lines between pixels..
I'll be working on the body tomorrow.
It looks great dont get me wrong... but i agree, shoulders are throwing it for me, too "straight"
Hydra is looking so damn nice, the toung looks like a leaf however. Last time i checked hydra's arent vegitarian/herbivore :poly124:
Ah I see OtrickP, didnt think about that really
Ill make the tongue more dragon/reptile like.
Thanks again for dropping by and taking time to comment our little war
I've been giving the "sharp edges" criticism some thought and while I could see it would become a problem if this was to get baked down, I don't think it will have a large impact on a scene rendered in vray. I did a few tests using highly reflective vray materials and HDRI maps to see what edge highlight I could expect, and the result wasnt so grave that I lost detail. In offline rendering is just a matter of a proper anti-aliaser and resolution.
I've been looking at some of blizzards own high res renders of the marine they used in the SC2 opening cinematic, and I think my edge sharpnes is very close to theirs.
Here's a pic:
, While I know that the resolution is a bit small, I think it's nearly the same edge creasing.
If I ever get to bake this down, I will of course have to go back and edit my creasings and control edges, but for now I don't think I have the time to go over and edit all the control edges at this point in time.
Still, thanks for the feedback
if you look at the picture you attached, you can clearly see the design flow of smooth curved shapes in the silhouette, and then some sharp squared shapes where the more technical parts are. so I'm with OtrickP that they don't fit to the design of the body.
Keep going :thumbup:
ser nice ud /cheers from Denmark
But that will then be a flaw in the design. My mesh at the moment is based around ~75-80% of the original marauder concept and models. And while that's the model I'm trying to recreate, I guess it wouldn't make alot of sense to start changing core parts of the marauder design.
While I know there are some things that the original creator(Meshiah) did alot better then me, it's comming down to technical expertise where I think I lack experience in the hard surface compartment compared the modellers at blizzard.
But when that has been said, I can see the points and I'll try to keep them in mind in the future.
Yeah, it will be fully textured in the end
Update on the back of the head
Note that I wait with stencils, till I'm done with all the sculpting.
Worked a bit on the head. God there's a lot of head back there! Don't really know what to do with it. Any Ideas?
Over the weekend I'll post an update on the body.
Dat ass:
And a overall progress shot:
God give me superpowers nao!!!
Good lord! That is beautiful. Is it a vray render?
but i think the key light from the back could be a bit higher imo and maybe an really soft gobo light spot from the front with low intensity to give more depth and pop to it.
cheers next
Having trouble deciding on a color to go with before I start texturing it. While I think the gray/black theme worked well in SC2, I think it would be cool to see it on some other colors. Maybe like a commander marauder? I kinda like the blue style they got going for the marine.
growgor? Damic? where you guys at?
really enjoying this thread so far guys.
I like to see that metal part on your model. cant wait to see texture´s
Front
Back
And a unwrap plan for next week:
Anyway you will see some updates next week hopefully.
Growgor
After that I'll texture the sucker in mudbox.
Feedback is more than appreciated.
Only thing I can point out is that the two first spikes on belly needs to be moved to accommodate the slots you've made for them
Yea already repositioned those spikes on the front.
A little update... Been having a blast(not) unwrapping this badboy and now I'm finally good to on the texture side of things. So here's a little shader test.