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Author   Topic : "40k Space Marine on a tank :)"
Staff Sarge
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Joined: 04 Feb 2001
Posts: 177
Location: finland

PostPosted: Sat May 12, 2001 12:23 pm     Reply with quote
Hmm.. those look like closeups of miniatures. You really could add some detail & proper textures to those models.

I'm not a 3d-guru or anything (I have none modelling experience myself), but I like the WH40K concept very much.

An Austrian sijunist, Daraius, posted a kickass Crimson Fist Patriarch model to WIP a while ago... hmm.. his image isn't online anymore. Darn.
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Poprocksz
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Joined: 08 May 2001
Posts: 497
Location: Transylvania

PostPosted: Sat May 12, 2001 12:55 pm     Reply with quote
the space-marine does look a little toy-ish.
i think darker colours and rougher surfaces
could fix the toy-model look......

and maybe adding dirt to the tank....
It looks right out off the assembly line...
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NukleoN
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Joined: 11 May 2001
Posts: 236
Location: CA

PostPosted: Sat May 12, 2001 7:13 pm     Reply with quote
Part of the problem with this is the end of detail, or the fact that you are seeing more than there is detail to occupy the 'suspension of disbelief'. You either have to see less of this (with lighting) or, add more detail...geometry, proper bump maps, specularity, masks, rust, grunge, and fix the lighting.

Otherwise..I like the concepts! ALso, ditch the sword! What would a space marine need a sword for if he has a Gatling gun?

Ya might want to detail up that Galing gun as well...looks like basic primitives..otherwise..it is getting there..I like the Eagle on the guys chest...nice decals. You know how to apply textures..just gotta beef those up more (after you add more geometry and small detail).



[ May 12, 2001: Message edited by: NukleoN ]
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NukleoN
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Joined: 11 May 2001
Posts: 236
Location: CA

PostPosted: Sat May 12, 2001 7:17 pm     Reply with quote
On the troop carrier or tank, you should fix those exhaust stacks...you know, the cylinders with the 'holes' in them...you should probably make them real holes, since we can see clearly that they aren't holes even tho I think they are supposed to be holes...so that makes it look toyish since toys leave out details like that...also ya might wanna put grunge everywhere too with mask\matte materials which blend diffuse mapes...one map could be a metal material, the other could be rust, etc.

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Psionic
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Joined: 09 Sep 2000
Posts: 414
Location: UK

PostPosted: Sat May 12, 2001 11:59 pm     Reply with quote
This is pic I did recently of Ezaviel from "The Darkest Angel" a story by Mark Barber, anyway this is something I did, its early yet but more action packed-violence-gore-blood-death pics coming soon......

Oh and another


[ May 12, 2001: Message edited by: Psionic ]
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Collosimo
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Joined: 30 Dec 2000
Posts: 551
Location: Brisbane, QLD, Australia

PostPosted: Sun May 13, 2001 1:13 am     Reply with quote
pretty funky, but... the models are in need of some texture, and the background is too obviously superimposed...
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Psionic
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Joined: 09 Sep 2000
Posts: 414
Location: UK

PostPosted: Sun May 13, 2001 1:56 am     Reply with quote
Thanks for all the comments, much appreciated!!!
He has a sword because the character, in the story has a powerful sword, (Ammo doesn't last forever )

Yep it really should be in WIP cus its not really finished but the guy (who wrote the story) wanted a couple of pics, so I knocked these up for him.

Thanks again for all the constructive and useful advice!
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root88
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Joined: 09 Jan 2001
Posts: 194
Location: Wilmington, DE USA

PostPosted: Thu May 17, 2001 8:36 am     Reply with quote
Buzz Lightyear looks pissed!
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Farnz
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Joined: 27 Apr 2001
Posts: 6

PostPosted: Thu May 17, 2001 1:08 pm     Reply with quote
good stuff, but their are some simple things that could make these scenes much better: first off,assuming these are Max renderings, never use the default sky maps included with Max, or whatever program, as your environment. I find creating my own evironments much more effective. I Do this by either setting one base color for the environment, then I use various atmospheric effects and lense effects to acheive the proper "mood" or just painting them using Photoshop. Next, as already been said, work on your textures. You should probably spend as much time, if not more on your textures as you spend on your models. No model looks 'real' with a bad texture. Your textures look too shiny and clean. Photoshop is excellent for creating texture maps. Lastly, work on the lighting. This can be a very difficult in 3d, but learning to light your scenes correctly is invaluable. Alright, hope this was helpful.
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