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    Default Space Marine


    Hey Guys,


    I am starting late this challenge, and I am planning to make Space Marine.
    Here is sketch ( Thanks to my friend Wyatt)
    Basic mesh in couple days, hopefully I will have enough time to finished.

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    Last edited by Piotrek; 01-21-2011 at 03:20 AM.
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    Piotrek's Avatar
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      I have finally some time to work on this challenge.
      I made mesh for my model with some basic muscles shapes, but it gonna be mostly cover by armor anyhow.
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        Here are some more work in progress pics.
        Still long way to go.
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        Piotrek's Avatar
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          Hey guys,

          I have one question question,
          I started sculpting in mudbox my character in T-pose, but now i am not sure what will be better :
          To rig character in maya and import rig to mudbox for posing (also can i import rig after i did some sculpting same way like you can import uvs anytime during porject ?) or to finished sculpting in mudbox bring character to maya rig it and use discplacment.
          My character will be crouching in final pose so im not sure if displacment map will deform it correctly all wrinkles and etc.
          Any idea for best solution ?


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            Hello Piotrek,

            Although Mudbox can pose a model, I think it can be a difficult process depending of the complexity of the model and pose.

            Personally I've restarted my warrior, and plan to UVmap it and then rig it and export with the skeleton, but maybe that's not the case with you. Also I plan to pose it after making all the major sculpting and painting.

            I don't know if you can import the rig, hope someone more knowing of all things mudbox 2011 can shed more light into this.
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              Default displacement error ?


              I was doing some test today with displacement maps but i have some issues. Do you guys know maybe why ?

              I exported disp map from mudbox to maya, when i am rendering ( using spatial with length 0.1 in approx in mental and exr files) my geo looks messed up.
              typical displacement error with stuff sticking out from model, so i thought that maybe my uvs are not good enough and did auto projection in maya ( uv map looks like crazy but there is no stretching at all) imported new uvs to mudbox exported disp map and in maya have same result.
              Hmm i am using default setting in mudbox for disp map lowest level to highest and ray casting.
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                So after some problems with displacement maps, i am redoing again my sculpture. Here is work in progress pics
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                  So after many problems with mudbox I end up separating files in mudbox.
                  Splitting body in half and work on it in diff scenes.
                  I still didn't know why i cant use displacement in maya on torso ( i tried 4 different uv maps and all are messing up hands and head when is render in approximation )
                  So I need to render it in mudbox.
                  I wanna make visor for helmet just need to think how to make transparent material in mudbox. Skin texture need to be updated, and if i will have enough time, make some bg work. I am planning to make some city behind my character.
                  So here is it how its looks for now
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                    Almost there tweaking some little stuff and rendering 360 now.
                    Still thinking to make some bg for this shot if only there will be time.
                    let see
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                      ok here is final

                      let me know what do you think

                      thanks
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                      lbelerique's Avatar
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                        Your model looks good, I like especially the gun.

                        The only thing I find weird is that he looks like he's on Mars, although without oxygen supply and a protective suit, and he wouldn't survive like this in such an environment.

                        Actually, when I think of a space marine, I usually imagine someone who could battle in hazardous environments, with a suit and all.

                        I imagine a scene where he would be sniping on top of a cliff, looking at an alien base on the distance, and we would be looking over his shoulder
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