Comments: 37
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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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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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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jhfciccone [2012-08-13 13:09:04 +0000 UTC]
amazing job! anxious to see the final render!
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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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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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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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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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