<!––NOFDP (no IndexPhotos) 2856 ––>
This is an Ultramarine from Warhammer 40K that I have been working on for more than a year now. Hopefully I will finish it this year.
The modeling and rigging is done, and the texturing is around 70% done. But texturing has never been my strong point so it is taking forever!
Comments and criticism welcome.
Post edited by Andre E on
<!––NOFDP 2817 ––>
I partially agree there, but perhaps it would be a case of overlaying a specularity map so that there's high spec on the exposed metal but low spec over the paint. That would have the effect of getting rid of the plastic look.
Though I definitely agree with the scratching effects, they look great, I assume that's using some stock images?
I changed the underlying material to look much more metallic and I think it looks a lot better now.
I started texturing the helmet, and once I'm done with that I will revisit the gold trimmings to make it look a bit more dirty. I also want to redo the feet because the scratches looks a little excessive.
Just as a general question what software are you using? It might help people advise you if we know what tools you've got.
I'm using 3ds max btw.
There, now he looks like a proper Ultralamemarine.
and thanks for that chart, i'll grab the color for the gold trimmings off there too.
The pistol geometry looks bang on. Nice level of small detail while not getting to over the top.
Take a look at the Dawn of War intro (first one, not the second one that actually rolls with the deformed trope) and then Binkerman's marines that follow the same idea. Undoubtedly it'll make it easier to animate because it will more closely follow how human shoulders work rather than as if they're just bolted onto the side of the torso.
But that's just my personal opinion on geometry. The texturing looks great, especially the bump map and weathering.
I know exactly what you mean, I had to stretch the biped's shoulders quite a bit to make them fit the armor. But personally I quite like the broad shoulders. And and I don't think you can really compare an Astartes with a human, they are quite different.
Speaking of the shoulders, any tips on how to rig them? Currently I just have the shoulder pads linked to the upper arms but that results in a lot of clipping when the arms are moved.
Still need to texture the hands and backpack, and then the weapons.
Hmmm... I see what you mean, the 'hammerite' effect is too deep.