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Old 07-12-2011, 11:27 AM   #1
SgtHK
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Master Chief

Some several months ago I started out my model of a female Master Chief. I built it almost up to the point of completion. Unfortunately I cancelled it due to design and technical issues which would have cost me too much time to fix.

So I decided to remake the model in the image of the original Master Chief, though some differences are noticable (obviously the brown armor). So here he is:




Pre-final iteration:



Pre-textured poses:




Wires:



Made in 3ds Max, Mudbox, Topogun, and Unfold 3d.
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Last edited by SgtHK; 07-12-2011 at 05:40 PM..
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Old 08-12-2011, 07:06 AM   #2
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Bump map is a bit too strong at least on the helmet (sides) but other than that, great model!
Did you have fun unwrapping all these pieces?
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Old 08-12-2011, 07:44 AM   #3
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Quote:
Originally Posted by McFly View Post
Bump map is a bit too strong at least on the helmet (sides) but other than that, great model!
Yep. That's why it's called the "pre-final iteration"

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Did you have fun unwrapping all these pieces?
It was pretty easy with Unfold3d, to be honest. Could have taken more time if I used the built-in Unwrap modifier.
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Old 08-12-2011, 07:53 AM   #4
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Great work man ... keep it up .... Hope you will refine the mapping issues later ......

The "Terran Marine" ... in your portfolio looks terrific man ... I wish i can model like that ....
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Old 09-12-2011, 04:57 PM   #5
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Fantasctic work mate! I have a question, Are the soft areas (the black ones) all normals? I see in the wire renders a simple mesh and the complex shapes appear to be all projected, but in the final render the shapes look like they are actually there!
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Old 09-12-2011, 05:05 PM   #6
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Lovely work, you said you had to cancel the female version due to technical and design issues, what were they if you don't mind me asking.
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Old 10-12-2011, 07:01 PM   #7
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Quote:
Originally Posted by Vitrux View Post
Fantasctic work mate! I have a question, Are the soft areas (the black ones) all normals? I see in the wire renders a simple mesh and the complex shapes appear to be all projected, but in the final render the shapes look like they are actually there!
Thanks! The black areas use a displacement map, just like how creature-modelers create and sculpt a high-poly creature then baking the displacement values into a texture map. I needed the black areas to have a low-poly base mesh so they can be skinned and animated.

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Lovely work, you said you had to cancel the female version due to technical and design issues, what were they if you don't mind me asking.
It was all simple reasons. She looked fine in a calm standing pose. But when I tried to make her do an action pose, the hip region suffered because of incorrect topology; she looked terrible. I decided making a new model would be better than fixing her up.

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Great work man ... keep it up .... Hope you will refine the mapping issues later ......

The "Terran Marine" ... in your portfolio looks terrific man ... I wish i can model like that ....
Thanks. With practice and patience I think you will someday
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Old 12-12-2011, 06:07 AM   #8
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great work
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