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MatejMo — Cpt-wip6

Published: 2012-08-12 21:22:25 +0000 UTC; Views: 5539; Favourites: 80; Downloads: 0
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Description Modeling mostly finished (minus weapons and possible cloak). Please comment on armor design, before I start to unwrap & texture paint

Materials are still not finalized (chain-mail too)

Blender -- GIMP -- Octane
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Comments: 37

CrashLegacy [2020-03-22 06:52:46 +0000 UTC]

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cerkvenik [2012-08-25 19:55:44 +0000 UTC]

The modelling is really awesome! Super detailed and historically acurate! I love german sallets!

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MatejMo In reply to cerkvenik [2012-08-26 05:49:35 +0000 UTC]

Thanks! I've re modeled the helmet a bit. I'll post the progress in a few days.

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GraphixS6 [2012-08-19 03:32:34 +0000 UTC]

Design looks good. Although the flexibility in the neck would be nill.

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MatejMo In reply to GraphixS6 [2012-08-19 05:45:27 +0000 UTC]

Maybe I should make the neck & under-chin part more "loose"? I have difficulties to understand how much they moved the head anyway. I followed this real helmet design: [link] which seems quite limited too. Any suggestions?

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GraphixS6 In reply to MatejMo [2012-08-19 05:47:59 +0000 UTC]

Well, armor was very limiting, and I know that you stayed faithful to that design, it's just that some others have a looser design. Also, there's something just slightly off about the curass.

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MatejMo In reply to GraphixS6 [2012-08-19 06:23:34 +0000 UTC]

Maybe only the top part can be moved (a little) and the under-chin & neck part stays in place: [link] [link]

What do you think is off with the breastplate? (any feedback is useful )

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GraphixS6 In reply to MatejMo [2012-08-19 14:31:23 +0000 UTC]

Well, it wouldn't help a lot, but the top of the neck guard tucked in under the face plate could be drawn in a little. Also, something about the neck area makes it seem like it doesn't (I forget the word)but move where it's segmented.

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MatejMo In reply to GraphixS6 [2012-08-19 17:02:17 +0000 UTC]

I see. Thanks for the feedback.

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RajivMudgal [2012-08-13 21:47:17 +0000 UTC]

wow amazing

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kobaltkween [2012-08-13 16:37:35 +0000 UTC]

This is really impressive modeling. Kudos for such detailed work.

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MatejMo In reply to kobaltkween [2012-08-13 16:50:45 +0000 UTC]

Thanks

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jhfciccone [2012-08-13 13:09:04 +0000 UTC]

amazing job! anxious to see the final render!

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DreadKnight666 [2012-08-13 10:20:32 +0000 UTC]

Looks great!

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MatejMo In reply to DreadKnight666 [2012-08-13 10:37:19 +0000 UTC]

Thanks!

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Epar3D [2012-08-13 02:15:12 +0000 UTC]

Wow, excellent modelling!
Could we see a wireframe?
Congratulations.

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MatejMo In reply to Epar3D [2012-08-13 05:47:53 +0000 UTC]

Thanks! When I'm finished I'll post wireframe & textures

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TomCadogan [2012-08-12 22:45:17 +0000 UTC]

very nice model! i agree with adding a cape, i reckon it would balance out the whole model depending what the final colours are. an i thought the skirt should be longer to bring the legs and body together more. but still.... your the pro! hehe i cant wait to see the final thing!

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MatejMo In reply to TomCadogan [2012-08-13 05:44:53 +0000 UTC]

Yep, a cloak & hood would give a bit more diversity. The leg armor goes a bit further up under the chain mail, so that it just aligns with those "side skirts".

Thanks for the feedback!

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TomCadogan In reply to MatejMo [2012-08-13 19:47:30 +0000 UTC]

np and yeah a Hood that would be sweeeet!

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Gorion103 [2012-08-12 22:43:35 +0000 UTC]

Wow, really awsome work!
Only chainmail lookls odd, imho circles are too smal and they are wierd rotated on arms.

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MatejMo In reply to Gorion103 [2012-08-13 05:39:42 +0000 UTC]

Thanks! Yes, as I mentioned the chain mail is still the same mockup from previous renders and not finished.

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Ukyuu [2012-08-12 22:32:13 +0000 UTC]

Very great job overall, it really feels like a captain's armor for the back, I propose you to put some simple white and black symbol (in reality they would have a christian cross for example) which wouldn't take you too much time, add some level of detail and remove this feeling of emptiness it's giving there.

Since it's a chainmail captain, an archery positioning would give a better idea of whether or not you have forgotten details or if there is a problem with it

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MatejMo In reply to Ukyuu [2012-08-13 05:38:52 +0000 UTC]

Thanks. Yeah, now I'll do some details, mainly on the empty regions of the breastplate.

You are right - rigging this and posing it (some battle stances / sitting position) would show design flaws. The problem is that this hihg-poly version is quite complex to rig and I'm a bit running out of time... A lowpoly char is easier to rig and something I'll have to do anyway.

btw, do you think I should vertically split those "side skirts" (or whatever are called the things defending the hips) in two parts down the middle, for better mobility? Right now they are one piece and I'm wondering if this would give problems sitting down (or on a horse).

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Ukyuu In reply to MatejMo [2012-08-13 18:39:42 +0000 UTC]

It depends greatly on your time. Actually, the current version kind of works, but in reality, some (a few) used slit armor with metalic extensions that would deploy when the slit was open.

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Resxct [2012-08-12 22:22:41 +0000 UTC]

Curious, how would you texture paint from this?

Unless you meant that you would paint the diffuse of the low poly?

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MatejMo In reply to Resxct [2012-08-13 05:46:32 +0000 UTC]

I mean to paint some more details (diffuse, bump & material mixing mask) in GIMP. The lowpoly char will then have textures baked from this.

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Resxct In reply to MatejMo [2012-08-13 06:21:46 +0000 UTC]

hmm I see
How would I bake the textures on the high poly to the low poly however?

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MatejMo In reply to Resxct [2012-08-13 06:51:54 +0000 UTC]

You need to retopologize your hi-poly mesh, make it low-poly but with similar topology. You can then bake various passes (diffuse, AO, normal...) from high to low mesh.

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Resxct In reply to MatejMo [2012-08-13 09:48:33 +0000 UTC]

I'm familiar with baking AO and Normal, though there's a way to do it for diffuse?

forgive me for taking up your time DX

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MatejMo In reply to Resxct [2012-08-13 10:37:11 +0000 UTC]

Yes in Blender you have several baking modes, among them "textures" which you can use to bake diffuse texture data.

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Resxct In reply to MatejMo [2012-08-13 20:39:54 +0000 UTC]

aha I see :3
Even if the texture's of the high poly is merely materials?

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MatejMo In reply to Resxct [2012-08-14 05:54:48 +0000 UTC]

I suppose you mean if the material has no textures, just a color? Yes, it will bake your whole texture stack and even if you just set a basic color without textures.

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Resxct In reply to MatejMo [2012-08-14 20:34:36 +0000 UTC]

aha awesomeness :3

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ManWithAJawharp [2012-08-12 21:46:38 +0000 UTC]

What?! This isn't textured yet? With all that detail you hardly need textures any more xD
It's a really great model, though the back of the body hasn't got a lot of detail compared to the rest of the armour..
Can't wait for the finished result!!

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MatejMo In reply to ManWithAJawharp [2012-08-12 21:55:11 +0000 UTC]

Well, it still needs some engravings, material differentiation and wear & tear. I didn't bother with the back, because I planned to put a cloak, but now I'm not sure. Will see...

Thanks for the feedback!

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ManWithAJawharp In reply to MatejMo [2012-08-13 13:10:27 +0000 UTC]

A cloak would look really cool, though maybe a bit out of place on a suit of armour

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