'3D Studio Max'


Making of 'The Marauder'

by Casper Thomsen
 


Software Used:



3ds Max, V-Ray 2.0

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).

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).

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).

Fig.03




Cedric_Seaut_Character_Modeling


Fig.04

Fig.05


Page 1

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Your rating:  
  Rating: 4.31, Votes: 29 
Asdolino on Mon, 05 September 2011 11:07am

Goob, but STOP Starcraft style.
Gersith (Forums) on Mon, 05 September 2011 11:57pm

excellent
Hersh58 on Fri, 09 September 2011 12:18pm

so good .but why all of artist use vray mental ray is better
Peter Kvarnstr�m on Tue, 13 September 2011 12:03pm

Excellent Jonas! Thanks for showing your workflow!
Stenionet on Wed, 12 October 2011 1:35am

You really know how to use photoshop.
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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