it happens Sangius. But good luck to you with your texturing adventure
Thanks darxx
In the last days i had some issues to handle again, but i found the time to get color on the chainsword at last.
*added noise, material and color.
Attachments
Iāve made some updates and some new Parts for the Warhammer 40k Space Marine. (my personal longtime Project ;))
Looking good, very clean lines for the most part. I think it would benefit by having the chest plates smothed out a bit, and perhaps make the abdominal tubing a subtool of itās own?
And that huge dreadnaught looking thingy a few posts up? Absolutely s-t-u-n-n-i-n-g!
Thanks, iāll try to improve this.
I try to make a ābaseā space marine for all purposes. :rolleyes:
Later there should be different parts and accessoires to make different space marines like Techmarines, Scriptors or Champions.
The Cyngar Centurion is not forgotten, but i got stuck in the project and iāve to retopo everything and iāll work on it as soon as i can.
Hi there
Hereās the Backpack for the Space Marine. C&C always welcome.
now iāll work on the Cyngar Centurion again. Space Marine can lay down and chill untill my skills are better.
Very nice, you really nailed it. What is that, mk8, right? Great details, true to the original and I see you made good use of some nice looking IMM brushes.
Five thumbs up.
Thank you very much!
Donāt know which MK it is, i think its MK7 or MK8.
I used this reference pic and made some tweaks:
Most of the IMM Brushes i used were shiped with r4. I took the vents from the train- and spaceship-brush, the bolts are from one of the mechanical IMM brushes.
The only thing i missed and build myself were those small āprey patchesā (i dont know what their name in english are :rolleyes:):
Iāll share the brush asap, but i want to make more different patches.
Oh guys ⦠i canāt concentrate on Z ⦠:rolleyes:
iām so excited about Prometheus - Dark Signs. Canāt wait till tomorrow⦠:o
Hi there
Update for the Cyngar Centurion:
Detailed the base for better size recognition, i said he would be a big Centurion, and he will.
Builded some destroyed buildings with dynamesh, gave the street a texture and cracks.
I made 2 sorts of fibers and the base alone without the centurion has about 500k polys.
Detailed the middle part of the body with IMM brushes, used some transpose-modeling and clipbrushes for hardsurface.
I love r4 ⦠it makes technical and hardsurface modeling so much easier.
C&C always welcome!
That looks crazy cool!!
Really nice man!
Thanks a lot!
Your transpose-modeling tut helped me a lot!
Very nice! Love the base, it really captures itās size, just like you said.
Looks really good. Nice work.
Thank you!
Iām really glad you like it!
In the next days iāll detail the whole body in that way.
Only thing iām a bit worry about is getting my really many subtools managed.
Iāve made a hierarchy for the items, named most of them and merged some of them for better control, but my List has actuall about 150 subtools.
Sometimes i get a bit confused by searching a special one.
Is there a way to make Groups of Subtools without merging them?
Example:
One leg has about 100 polygroups and parts without any detail-meshes and splitted IMM-tools.
I wish i could group the Leg into one group and then choose within this Group the 'minorāsubtools like switching brush-type by hitting āMā. small_orange_diamond
Hope my english is not too bad for explaining what i mean⦠:o
I donāt think there is. This was one of my biggest concerns during the Ork Nob project, since I also raked up a very large number of subtools. In the end I decided to say goodbye to all my subdivisions and just start to merge subtools, making sure they had logical polygroups for easy selection later on.
In general, the one thing I would like them to work on is compability issues between various functions in Zbrush. I often find that if I want to use a certain function, then I have to give up the ability to use another function first, and it gets annoying after a while. I love the IMM brushes, but since they donāt work on subtools with multiple subdivision levels, using one means that I either have to remove the divisions or create a clone to work on, either way itāll break my workflow. HD geometry is awesome, but it also means I can no longer apply surface noise over the entire subtool using UVs and a custom alpha, and it stores itās histopry on a separate channel, meaning going back and unchanging things can be a real hassle. Those are just two examples, but when all these things are put together it means that I rarel, if ever, end up with a model where all the subdivisions are storedā¦
Hi there
Found not much time for Z, but hereās a little update.
I make my way detailing from part to part. The middle section is almost done.
Did a small BPR renderupdate too, tweaked the shadows a bit.
Have to build some believeable connections for the handsā¦
Hope you like it, C&C always welcome!
I know exacly what you mean ⦠in example i wish i could handle more than one curve on the IMMbrushes.
Itās a bit tricky to arrange several tubes to avoid intersecting. But i love those IMMbrushes and the curvemode anyway.
The issue with subdivisions and IMM is a well known problem for me. I decided the same way and deleted all subdivisions.
Closeup BPR shots without shadows and AO:
Final rendersetting Update:
I really like this latest work you have here Sangius! I only have a composition note to add, the bottom render, there is a hard tangent being created on the right side of the image where the vertical line of the pillar aligns with the elbow and almost with the shoulder. Not a big deal in the grand scheme of things but it definitely plays trick on your eyes.
Thanks Arthaven,
havenāt seen this, iāll turn the angle a bit for the final render.
I have an Idea for the pose, but i donāt know if i could reach my goal.
But my Idea is a scene of a destroyed and abandoned city,
the centurion rusted and abandoned too,
but still looking like a mighty sleeping god of destruction. :rolleyes:
Perhaps iāll compose this later in PS⦠if my skills let me achieve this. :lol: