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Making Of 'The Marauder'

By Casper Thomsen
| Your Rating:
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(35 Votes)
| 85654 Views
| 6 Comments
| Comments 6
Date Added: 1st September 2011
Software used:
3ds Max, V-Ray
1035_tid_main.jpg

Introduction

In this Making Of I will share some of the general concepts, ideas and problems I had throughout the project and hopefully inspire you to undertake large projects in order to push your own skills. The Marauder was a school project and because of that I had to meet a deadline. Looking back now on the whole process, there's some things I would do differently now, but more on that later on.

Idea

The basic idea behind this project was to strengthen my portfolio while pushing me in a direction I haven't done before. I've always loved the Blizzard games and cinematics and it's my dream to one day work on their cinematic team, so I made the decision to try and focus my effort to create something they might use in a cinematic. In the end I chose to do the Marauder unit from Starcraft 2 since I thought the design was recognizable and different from your standard robot suit soldier.

Reference Images

After I'd decided I wanted to make a Marauder unit, I started gathering reference images from all around the net. I first found all the concept and fan art of the Marauder I could; I even scanned my Starcraft 2 art book in order to get an idea about how this guy actually looks from all angles. I opened the cinematic in-game model in the Starcraft 2 map editor and had a look around and took some screenshots of it. I also collected different kind of mechanical references from nearly everything I could find. Here's a little preview of some of the 252 images I had in total (Fig.01).

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Fig. 01

The 3D Process

Now for the fun part! I'm a firm believer in doing a block-out of all my models before going into the hardcore sub-d modeling. The block-out serves as a template for my high-res geometry later on and also enables me to check out the silhouette and proportions of my model. Keeping the block-out geometry simple will allow you to quickly alter everything without problems (Fig.02).

1035_tid_Fig_02_Blockout.jpg
Fig. 02

When I was satisfied with my block-out, I went on to create my high-res geometry by isolating different parts of the block-out and started working on making them look great. Usually I was able to use the mesh my block-out was made of, but in some cases I had to recreate it in order to get the right topology so my mesh would smooth perfectly without creases. I used a lot of different modifiers to make my job easier when I was making some of the more advanced shapes. Bend, Shell, Turbosmooth and FDD were used on nearly all objects. For the modeling I used simple box modeling and the graphite modeling tools (particular the Swift Loop tool) to create all the geometry (Fig.03 - 07).

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Fig. 03


1035_tid_Fig_04_Progress.jpg
Fig. 04

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Fig. 05



 
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Readers Comments (Newest on Top)
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(ID: 54824, pid: 0) James on Thu, 27 October 2011 4:03pm
This is a firebat, not a Marauder. Anyway, great work man! Rigged for animation would be awesome!
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(ID: 53313, pid: 0) Stenionet on Wed, 12 October 2011 1:35am
You really know how to use photoshop.
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(ID: 49747, pid: 0) Peter Kvarnstr´┐Żm on Tue, 13 September 2011 12:03pm
Excellent Jonas! Thanks for showing your workflow!
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(ID: 49528, pid: 0) Hersh58 on Fri, 09 September 2011 12:18pm
so good .but why all of artist use vray mental ray is better
Munkybutt's Avatar
(ID: 49288, pid: 872214) Gersith (Forums) on Mon, 05 September 2011 11:57pm
excellent
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(ID: 49255, pid: 0) Asdolino on Mon, 05 September 2011 11:07am
Goob, but STOP Starcraft style.
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