Maya 2020 fundamentals - modelling the real world
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# 1 23-08-2004 , 04:27 AM
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Warhammer 40k Defiler

So inspired by Trey's Dreadnought (you = awesome, btw), I'm gonna give a Chaos Defiler a shot. C&C welcome (although there really isn't much to critique right now).

Here's the target object:

user added image

And my progress thus far:

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# 2 23-08-2004 , 09:55 PM
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The lastest progress as of today:

C&C welcome (especially hints on how to set up the render to get more of the geometry to be apparent w/o switching materials)

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# 3 24-08-2004 , 12:38 AM
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Oh god! We have to make an animation of the two fighting each others... My friend is also a WH40K fan and made a rhino, seems like WH is good inspiration!

For render, look at the 'whiteout' thread. Vlads give a nice way to setup the lighting.

# 4 24-08-2004 , 01:33 AM
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:-/ I don't think my knifed foot is gonna win against his Dreadnought..... I've also got plans in the works to do my Greater Deamon, the Lord of Change in Maya. But that's a long way off.

# 5 24-08-2004 , 02:42 AM
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Tonights work:

All C&C welcome and encouraged, as usual. 8-) That dreadnought had better watch out---'cause now it's got TWO knives....bwahahahaha!

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# 6 24-08-2004 , 02:56 PM
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Good start Tzeentch!

Looks like I'll have to add some close quarter weapons to the Dreadnought! user added image

You've got a good reference image - Its a very detailed model - any thoughts on the workflow, high poly or low poly?

Cheers,
Trev

# 7 24-08-2004 , 03:56 PM
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Good start, cant wait to see more.


Watch Space Wars at www.3dden.co.uk now!
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# 8 24-08-2004 , 04:10 PM
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I have a better reference than that, I've got the model itself sitting six inches from my keyboard--lol. Otherwise I'd never be able to get all the shapes.

Because of the sheer detail and nature of the model, I'm trying to keep the polycount as low as possible. Most of the detail comes from extremely small extrusions that serve as banding on the armor, or pipes/electrical/hydraulic systems. I'm trying to clean up the edges as much as possible...the only exception to this is on the blades, where I smoothed them down to subdivision level 2 and deformed them with a lattice to get the appropriate curvature and a sharp look. I'll put a pick of the wire mesh up next time I post with some progress on it.

Later man,

Tzeentch

# 9 25-08-2004 , 03:59 AM
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So I lied about the pic of the wire mesh tonight....sue me. 8-)

Here's tonight's progress:

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# 10 26-08-2004 , 01:57 AM
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Tonight's work:

Just a few more adjustments + the plate of armor and the legs will be done.

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# 11 26-08-2004 , 10:08 PM
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The finished leg... C&C Welcome. 8-)

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# 12 26-08-2004 , 10:09 PM
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And another image. 8-)

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# 13 27-08-2004 , 09:14 PM
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The underside of the Defiler with intermediate detail added:

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# 14 28-08-2004 , 01:16 PM
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Animating two of those fighting would be amazing.....model looks great so far....keep it up

# 15 28-08-2004 , 01:34 PM
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Its looking good Tzeentch! user added image

Can the lower leg section move freely on the 'knee' pivot without interfering with the upper leg section?

I had to adjust the knee on my Dreadnought when I was testing, as the way the model was built restricted movement! It could do dainty pigeon steps though!! user added image

Cheers
Trev

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