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Space Marine

Editorial Uses Allowed
Extended Uses May Need Clearances
The brand 'mass effect' has been associated with this product. Editorial uses of this product are allowed, but other uses (such as within computer games) may require legal clearances from third party intellectual property owners. Learn more.
Included Formats
3ds Max 2010 Default Scanline
3ds Max 2010 V-Ray 2.10
ZBrush 4.2
3D Model Specifications
Product ID:656047
Published:
Geometry:Polygonal Quads/Tris
Polygons:28,881
Vertices:29,359
Textures:Yes
Materials:Yes
Rigged:Yes
Animated:Yes
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since January 2012
Currently sells 11 products
Achievements:
Unrated
Product Rating
Description
Space_Marine character inspired on actor Sam Witwer and commander Shepard from Mass Effect games. The character is wearing a light armor, suitable for an engineer type character or a soldier.

The character is composed by different objects for the body and the armor. Each object has its own uvmap, material, textures and skin. The character is rigged with CAT (included in 3DS Max) and there is also a 35 frames walk cycle animation included in the CAT layers.

The ZBrush model is included, and the textures has been hand-painted in ZBrush polypaint.

You can change the textures or edit the model and export again to 3DS Max if you want to edit or custom the character.

The textures, extracted from ZBrush, are composed by 23 diffuse color maps, 21 normal maps and 21 displacement maps. Resolution from 2048x2048 for bigger objects and 1024x1024 for smaller ones.

I made 2 files for the character:

1- 'Space_Marine_Max2010' file is a 26k poly version and it has the difuse and normal maps with default Max materials and lights. It's rigged with CAT and ready to be animated and exported to any angine.

2- 'Space_Marine_Vray' file containts the character with difuse and displacement maps (instead of normals) and in V-Ray materials, with the realistic quality render same as images, done in V-Ray 2.10. This file is more suitable for rendering or cinematics instead of realtime uses, since the heavy geometry and materials are not real-time friendly.


Thanks and have fun animating it!
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