Keep up-to-date with Free tutorials!!


Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more


Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

submit tutorial
1 | 2 | 3
Making Of 'The Marauder'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(Score 4.31 out of 5 after 36 Votes)
| Comments 7
Date Added: 1st September 2011
Software used:


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.


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

Fig. 04

Fig. 05

continued on next page >

1 | 2 | 3
Related Tutorials

Making Of 'SadMike'

by Nikola Drincic
published on 2009-06-22

Keywords: character, creature, sad, mike, max, modeling,

rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 15451

Making Of 'Warrior'

by Jukka Tahtinen
published on 2009-12-09

Keywords: character, human, male, warrior, knight,

rating star fullrating star fullrating star fullrating star fullrating star half (3)
Comments 1 Views 141572

Project Overview: Nina from Black Swan

by Hugo Guerra
published on 2013-08-07

Keywords: character, female, dancer, black swan,

rating star fullrating star fullrating star fullrating star fullrating star full (26)
Comments 1 Views 160048

Create a female League of Legends character in ZBrush

by Vahid Ahmadi
published on 2018-03-01

Keywords: Making of, Tutorial, ZBrush, Photoshop, Vahid Ahmadi, Character, League of Legends, Diana

rating star fullrating star fullrating star fullrating star fullrating star full (10)
Comments 2 Views 3186
Readers Comments (Newest on Top)
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!
Stenionet on Wed, 12 October 2011 1:35am
You really know how to use photoshop.
Peter Kvarnstr�m on Tue, 13 September 2011 12:03pm
Excellent Jonas! Thanks for showing your workflow!
Hersh58 on Fri, 09 September 2011 12:18pm
so good .but why all of artist use vray mental ray is better
Munkybutt's Avatar
Gersith (Forums) on Mon, 05 September 2011 11:57pm
Munkybutt's Avatar
Gersith (Forums) on Mon, 05 September 2011 11:57pm
Asdolino on Mon, 05 September 2011 11:07am
Goob, but STOP Starcraft style.
Add Your Comment..