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STARCRAFT MARINE_MY WORK-FLOW

3D Studio Max Comics/Cartoons posted on Oct 18, 2010
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Description


STARCRAFT MARINE_MY WORK-FLOW 3D PART#1 Hi everyone! I have been asked ALOT about how I do my Renders and Images. Because I suck at spelling it would take me years to put a tut together I thought Id try a visual approch, This Image shows the steps I take with All of my renders aside from Poser. Step 1. The Original model (sometimes) smoothing is not needed however at times it is so Ive included it as it is part of my work-flow, In max there is a simple smoothing tool so in alot of cases its just a click of a button. I do use diff levels and amounts but it depends on the shape of the model. STEP 2. Some may work diff but I like to have more then one thing going at a time, plus it helps the time frame:) Step 2. Texture Repair in most cases the textures are low-res Meaning small in file size and in display due to the nature of how I get them (on-line), Also in this case there where no Norm maps (bump map) or spec maps ( a map that defines the shinny and not shinny parts of the model) So I open the map up in Photo-shop increase the resoltion so I can draw with, I then fix and redraw the map (using my Pen mouse) this process take some time and I often have to research on-line to ensure Ive got things correct as possable. Step 3. Breaking the model appart, Preparing the model to be rigged. Becuase like this one there are things like the shoulder pads the Visor and other things that need to be stadic and seperate from the rigging. STEP 4. The rigging, there are two kinds Deformable and Rigid. Deformable is like soft human, when bending eg arms and legs the model deforms smoothly (at times) In this case being the Marine is in a metal suit I used Rigid. So that the end of Part 1, Part 2 is posing renering and post-work I will do a image of the Marine to conclude the way I do my work. I know some people think because I use game models, that its a simple process. Some have asked why dont I model them myself?, to put it simply TIME my goal is to make comics and to do so being Im one person these steps make it so I can. This is just the 3d part, in order to make a comic and to apply 3d to a mostly 2d medium you need a work-flow. I am still learning and probably will never stop.. I hope some of you no longer think this is a simple cut and paste way I do my renders.. Thanks for the peek... STARCRAFT by Blizzard Entertainment. The model was found on-line not sure where?? CHEERs.

Comments (11)


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CrownPrince

7:41PM | Mon, 18 October 2010

Was it found on Threedy? Cause i see one that is very simular! Are you going to put it in the free section? i would love to get my hands on this and some zerg... That woud make for some cool images!!!

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Raddar

7:50PM | Mon, 18 October 2010

ROFLMAO!!!! Sorry my friend but I couldn't help but laugh when I read the "I hope some of you no longer think this is a simple cut and paste way I do my renders" line. You mean to tell me some people actually have said that? I guess you have to be a 3D modeler, or in my case an amateur 3D modeler, to realize that the skill required to kick out images like yours are extreme. I've always said you are a complete artist, highly skilled in modeling, texturing, posing, lighting, scene development, and post skills. I am glad you posted this, it gives me a little insight into how you do things, and I know how much work you put into each image. Keep em coming buddy.

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ontar1

7:51PM | Mon, 18 October 2010

Wow, fantastic write up and awesome outcome, outstanding work!!!!!!!!!!!!!!!!!

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alessimarco

8:17PM | Mon, 18 October 2010

Amazing and impressive work!!!

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MKeyes

4:50AM | Tue, 19 October 2010

I thought so... rocket science! LOL

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722

5:07AM | Tue, 19 October 2010

Awesome thanks for showing

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hardwaretoad

10:55AM | Tue, 19 October 2010

Very enlightening to see what you go through as you develop an image, your work is always top-notch so it's no surprise that it would be an involved process.

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Xlars

4:03PM | Tue, 19 October 2010

Looks great .. and wonderful to see such a detailed explanation. Thank you for that (btw. it seems like you included the hardcoded line breaks from the text file where you edited your text - since it breaks in some odd places which makes it a bit hard to read. Could you possible turn off line breaks in notepad (or what you use) and copy/paste the text in again? Anyway, really great work. Thanks for sharing.

jdehaven

3:46AM | Wed, 20 October 2010

Wow man- I have always known the level of detail you go through, but this is a great way to visually represent the hours of effort and what the process is. Problem on this site is that so many people buy packs and click and render-- they dont realize what a true artist like yourself goes through when creating an image.

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blbarrett

12:06AM | Tue, 02 November 2010

Now I'm even more impressed with your work... I hardly believed that was possible :) lol Very inspiring & interesting post.

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Swidhelm

4:11AM | Mon, 29 November 2010

I remember when I was in high school, christ, over fifteen years ago now, my grade 9 art teacher telling me that cg was not really art, that the computer makes the art for you. People like that just don't realize the multiple skills one needs to acquire to put together anything even remotely presentable. Great job as always dude! Always a treat!


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