Dawn of Warhammer 40,000: Firestorm Over Kaurava

The definitive Table Top conversion mod for Dawn of War.
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 Post subject: Re: Modelling
PostPosted: Sat Jul 23, 2011 12:42 am 
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Tyranid Spawning Vents, WIP.

Modeling practise/pet project of mine.

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 Post subject: Re: Modelling
PostPosted: Sat Jul 23, 2011 12:48 am 
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ahhh yea sorta had that thought since it did look like those capillary towers..
tried modeling those myself, still have it on my computer back home but looks like crap i think. its pretty hard

goodluck :)

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 Post subject: Re: Modelling
PostPosted: Sat Jul 23, 2011 9:28 am 
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Moved and split a few posts :D

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 Post subject: Re: Modelling
PostPosted: Sat Jul 23, 2011 8:53 pm 
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More work done on my smurf:

Image

Chest is a bit bulky, I´ll have to shrink it a bit :P

And the 'low poly' version (1100 tris or so)

Image

Definitely not looking forward to modelling the arms and hands...P


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 Post subject: Re: Modelling
PostPosted: Sat Jul 23, 2011 9:01 pm 
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that's very good, dunno if you noticed this or just left it but he has no neck.

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 Post subject: Re: Modelling
PostPosted: Sat Jul 23, 2011 10:16 pm 
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that's a great marine right there, love the scaling really get that bulky feel.

and seeing he has no arms either calgar, he hasn't gotten to them ;)

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 Post subject: Re: Modelling
PostPosted: Sat Jul 23, 2011 10:22 pm 
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Well I just thought that as he had done the head an torso, that he might have missed it. But punch me down, why not. :cry:



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 Post subject: Re: Modelling
PostPosted: Sun Jul 24, 2011 2:31 am 
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I'm trying to avoid the arms/hands right now :P But thanks for your comments, guys. And after 2 video tuts plus 3 glasses of wine, here's another small update:

Image

New helmet, added a couple of details (the aquila is just a test, Im gonna sculpt the proper one) and made the torso a tad smaller.


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 Post subject: Re: Modelling
PostPosted: Sun Jul 24, 2011 11:41 am 
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Much better helmet, imo :)

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 Post subject: Re: Modelling
PostPosted: Sun Jul 24, 2011 11:43 am 
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the new helmet is much better and looking great. what are your plans for this marine you making it just for preactice or something or do you plan to use it?

and this isn't your way of asking to help with FoK/WoA is it? ;) lol just kidding

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 Post subject: Re: Modelling
PostPosted: Sun Jul 24, 2011 1:50 pm 
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This looks really good, I just think the helmet is a bit too small and the pauldrons are too big. I think like a 30-40% increase/decrease would fit perfectly. You gotta remember that there's still a man inside and that he needs to see around him. :lol:

Pauldrons rest right on the shoulders and end just further below the Aquila. The helmet's width should be about 1/5 to 1/4 of the chest's width, yours is between 1/7th to 1/8th.


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 Post subject: Re: Modelling
PostPosted: Sun Jul 24, 2011 4:59 pm 
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Hehe, I know what you mean. But its pretty hard to get good ref pics, especially ref pics that are consistent in terms of proportions.
So I settled for the appearance of a DoW II marine with a relatively small head compared to the rest of the body. I`ll definitely make the pauldrons a bit smaller though.

Quote:
You gotta remember that there's still a man inside and that he needs to see around him


I immediately had this guy in mind when I read this part :p

Anyway, keep the C&C coming, much appreciated! :)


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 Post subject: Re: Modelling
PostPosted: Sun Jul 24, 2011 6:13 pm 
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Image

This is a goo reference pic since its the proportions of the actual model which I believe to be the most accurate.


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 Post subject: Re: Modelling
PostPosted: Sun Jul 24, 2011 6:15 pm 
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B&C is one of the best Space Marines resource sites I have ever seen.

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 Post subject: Re: Modelling
PostPosted: Sun Jul 24, 2011 6:50 pm 
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bava wrote:
I immediately had this guy in mind when I read this part :p

Anyway, keep the C&C coming, much appreciated! :)


Pfft, that ain't nuthin'. Take a look on the Studio Colrouphobia thread. Mainly, this image here.

I hate Space Marines art like that. That guy's feet would end at the knees and his hands would barely reach the shoulders inside that suit. I mean, those are Terminators but at least Termies have about 160 degree line of sight that's not obscured by pauldrons but that guy, at best, has like 90 degrees. So many artists draw them that way too, I don't get the appeal, just looks ridiculous to me.

Anyway, I'm not trying to bash on people's art, just saying that everyone has their own different interpretations.


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 Post subject: Re: Modelling
PostPosted: Sun Jul 24, 2011 8:32 pm 
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yea the XXXL marines are really over the top and i don't liek them all that much either. but im not a real fan of the B&C marine either, though they probably are the closest how they are suppose to be. but Bava's proportions i really like, aside form the pauldrons which should shrink a bit the head to body i like a lot

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 Post subject: Re: Modelling
PostPosted: Sun Jul 24, 2011 9:44 pm 
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Fuegan wrote:
Anyway, I'm not trying to bash on people's art
Except that you just spent a decent paragraph doing just that :P

I like beefy Marines, and I like more normalised Marines (read as: DoW II proportions. DoW I proportions are terribad. HERRO MY HEAD IS SIZE OF JUPITER).

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 Post subject: Re: Modelling
PostPosted: Sun Jul 24, 2011 10:15 pm 
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it's impossible for me to go back vanilla marines after having played with FoK marines for so long.

they're.. just.. SO.. BAD!!!

anyhoo, this so me is a very well sized marine and would love any that are made as close as possible to it. not asking anyone too im just saying :lol:
http://fc07.deviantart.net/fs70/f/2011/ ... 3f3up1.jpg

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 Post subject: Re: Modelling
PostPosted: Sun Jul 24, 2011 11:42 pm 
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I always immagine master cheif sized marines, just in chunckier heavier/ more advanced armour.

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 Post subject: Re: Modelling
PostPosted: Mon Jul 25, 2011 12:12 am 
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edit: outdated

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 Post subject: Re: Modelling
PostPosted: Mon Jul 25, 2011 8:41 am 
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how big is that suppose to be Gorb? like a HQ building?

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 Post subject: Re: Modelling
PostPosted: Mon Jul 25, 2011 10:18 am 
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Spawning Vents are the HQ building, yep. The building is now 213 polys, and is finished in terms of the bash mesh.

Simply got to add detail and addons/upgrades.

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 Post subject: Re: Modelling
PostPosted: Tue Jul 26, 2011 7:49 pm 
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Looking nice and clean, Gorb.

Small update on my smurf, basic mesh is done and the most of it is rigged:

Image

I replaced the standard issue Ultra gladius with a Makhaira, as it was a wee bit more interesting to model. And he needs a weapon to defend himself against all the naked ladies on my HD until his bolter is done :P


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 Post subject: Re: Modelling
PostPosted: Tue Jul 26, 2011 9:36 pm 
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Now that, is awsome.

This is no more to say.

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 Post subject: Re: Modelling
PostPosted: Tue Jul 26, 2011 10:42 pm 
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He needs a backpack ;)

Really interesting choice of sword, I like it. Something different.

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 Post subject: Re: Modelling
PostPosted: Tue Jul 26, 2011 10:49 pm 
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Something more exotic would be a double ended powersaber >_>

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 Post subject: Re: Modelling
PostPosted: Tue Jul 26, 2011 11:35 pm 
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Which, incidentally, it a bitch to train in the use of, and doesn't fit with any of the Astartes martial doctrines (even the large double-handed grips favoured by a few Chapters) :P

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 Post subject: Re: Modelling
PostPosted: Wed Jul 27, 2011 1:22 pm 
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Gorb wrote:
He needs a backpack ;)


I was wating for you sarky comment. :P

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 Post subject: Re: Modelling
PostPosted: Wed Jul 27, 2011 2:20 pm 
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nice blade, sleek and deadly looking :)

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 4:16 am 
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http://media.moddb.com/images/mods/1/18 ... mets.1.png
http://media.moddb.com/images/groups/1/ ... helmet.jpg

and Imperial Guard helmet i made and someone else textured and put into a MoW 40K mod lol
bit too wide but that can be changed. DoW models are just place holders btw.

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 8:51 am 
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looking awsome chomp :) glad to see your things are going in game :)

-also has anyone else seen these models from the 1k sons mod?
Image

or this, http://dawnofwar.filefront.com/news/Tho ... date;24406

they look really good, can people use these files?

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 8:57 am 
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*drools*


I guess so if you ask them first, or beg. Either one might work.

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 2:33 pm 
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they are still working on the mod so i would say no, you can't use them.

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 3:43 pm 
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any active contibution ceases like 3 years ago so if i can get a hold of one of their emails ill ask.

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 4:04 pm 
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Its worth a try at least.

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 5:18 pm 
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Quote:
any active contibution ceases like 3 years ago so if i can get a hold of one of their emails ill ask.


For the TS mod?

You'd be incorrect there sir. It's still going pretty strong with all the building being animated and such. They just need a texturer last I heard, and that was just the other day.

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 5:23 pm 
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I thought so too, Chompy you need to check the Relicnews forum more.

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 5:28 pm 
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Horus wrote:
Quote:
any active contibution ceases like 3 years ago so if i can get a hold of one of their emails ill ask.


For the TS mod?

You'd be incorrect there sir. It's still going pretty strong with all the building being animated and such. They just need a texturer last I heard, and that was just the other day.



for real? they pulled of their youtube footage and such and the relic news forum and filefront etc hadnt been active since 2009, do you think they would be willing to let us use their amazing work Horus?

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 5:48 pm 
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I'm not the go to guy here to be asking, I only know about this because I was rooted out for a potential texturer on one of my Sob WiP animation videos.

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 6:28 pm 
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If you could drop me a email link or message perhaps? i'd love to ask them :) (or just to see whats possible)

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 7:22 pm 
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http://www.youtube.com/user/TheAndrei355

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 8:43 pm 
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мы не надо понимать русский



We do not understand Russian.

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 9:22 pm 
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****............better learn russain then >_>

lol jus kiddin online converter here i come.

this guy looks very skilled indeed!

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 Post subject: Re: Modelling
PostPosted: Fri Aug 05, 2011 11:18 pm 
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He's very skilled at animation and such; perhaps one of the hardest/more time-consuming parts of the DoW 3D pipeline.

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 Post subject: Re: Modelling
PostPosted: Sat Aug 06, 2011 1:54 am 
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Calgar wrote:
I thought so too, Chompy you need to check the Relicnews forum more.
I'm on Relicnews frequently every day(its down for the day now though). though mostly(only) in the space marine section. and what for? i said it was being worked on that's correct isn't it? i saw a bunch of posts by andrei animating buildings and such on relicnews.

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 Post subject: Re: Modelling
PostPosted: Sun Aug 07, 2011 5:00 pm 
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MitGas' Thousand Sons mod is BEYOND alive and well gents. Almost half the buildings are animated but need a texturer for the two final buildings (modeled by Dr.Grim). Its a VERY solid project with full UI, icons, taskbar, code, AI, professional installer. We just need a texturer to use the same materials to do the two other buildings but we're moving foward on animations/OE/FX of them. Things are happening in the DoW1 community....

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 Post subject: Re: Modelling
PostPosted: Wed Aug 10, 2011 7:53 pm 
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had some fun with a tarantula i found on TurboSquid.
http://www.turbosquid.com/FullPreview/I ... /ID/258593

changed A LOT of things, easily 80% might as well have made the thing from scratch :lol:

http://media.moddb.com/images/mods/1/18 ... antula.png

http://media.moddb.com/images/mods/1/18 ... annons.png

made it into a combination of the imperial guard and space marine tarantula from forgeworld.

and this Skyhield landing pad from scratch.

http://media.moddb.com/images/mods/1/18 ... DONE.1.png

wish i had my computer so i could render them in 3ds :cry:

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 Post subject: Re: Modelling
PostPosted: Sun Aug 14, 2011 11:03 pm 
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446 polys:

Image

Probably finished at this point, barring a spore chimney or two, a bit of subdivision (for smoothing), then I can maybe bother with unwrapping. Or maybe start a new model.

(hate unwrapping)

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 Post subject: Re: Modelling
PostPosted: Fri Aug 19, 2011 8:37 pm 
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that looks really cool, is bioplasma or whatever its called meant to flow down the path on the back into the pool?

my Executioner Turret 373 polys(too much?)
Image
(RAAGGHH!! I WANNA RENDER IT!!!)

had fun doing it and now trying to do a punisher but having some issues the barrels in the right position.

ughh, unwrapping.. i share your hatred

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 Post subject: Re: Modelling
PostPosted: Mon Aug 29, 2011 1:12 am 
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Sabre defence Platform.

http://media.moddb.com/images/mods/1/18 ... Bolter.png

so hard to make whne you can't see everything...

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