Hey,
back with another project. This time I decided to switch things up a bit and share my process along the way.
I'm doing the Fast Ballistic MT helmet by OpsCore. I want to add tons of details and attachments & the goal is to be as accurate as possible. I already started with the Helmet and the shroud & put the HP in Marmoset Toolbag 2.
I'll do all the HP work first and most likely LP afterwords. Well see how it goes.
Enough talk, here are 2 screenies from TB2 with the light & desert scene setup, I already used for my Kriss:
http://polycount.com/discussion/173636/kriss-vector-realtime-next-gen-weapon#latestLatest:
Done with the High Poly
Replies
Did the arc rail. That was a tough one, cause it was hardsurface, yet quite organic. But I'm happy with the results.
Up Next: Peltor Comtac III
- also changed the velcro material to something that should fit it more (as in actual fibers baked down)
- also added the hooks for the NVG's & created the material pattern in Substance Designer
also, almost done with the headset:
Headset done. Took a couple more screenshots, just to be able to show some of its details.
Regarding the next step, even though the insides won't be much visible (when worn), I feel like it will add a lot of realism and since this is a detail study, the more the merrier.
Up next: insides of the Helmet.
MOAR screens
Update Time: Interior done.
Up Next: NVG Mount
Up Next: Most likely a NGV Battery or glasses, haven't decided yet.
If polycount isn't an issue and you are going for photo-realism you might want to look at making the Velcro more dimensional by adding come alpha cards or something for stray coils.
As its not very uniform and has all these hairs going crazy both horizontally and vertically.
http://polycount.com/discussion/67620/hedges-and-topiary-a-quick-tutorial/p1
@Mossbros
thanks, that's a great idea. I am planning to make this low poly, so performance is somewhat of an issue, but since this is going to be "next-gen" whatever that means atm, I could probably afford some extra detail on the velcro. Maybe this method they used for the mossy rocks in "Ryse" could give good results?
http://docs.cryengine.com/download/attachments/15749298/pic_17.jpg?version=1&modificationDate=1400232276000&api=v2
cheers
anyways, screenshots. Oh and added a patch: Murica, cause it isn't a helmet without a patch. ^^
Unless anybody has a good idea for another attachment those are very welcome
I tried to take all your suggestions into account. So I varied the colors more & managed to get a quite 3d appearance for the velcro, even though it consists of only 2 planes layered on top of each other.
Then I added the NVG's battery & its pouch to the back & finally applied a detail texture to the helmet itself. Oh and also added some slings/wires to fix the distress marker.
I took quite a few screenshots, so I just put theme into 1 image, since this thread is already quite image heavy.
1 detail shot of the new thing, 1 banner shot, the all in 1 & a info image
fixed the previous post.
To round things off, I made a turntable.
Screen from TB2 with normal maps and simple shading.
Update:
All Low Poly's modeled, UVW'd and normals baked.final update before texturing: decided to make the Surefire Helmet Light
Update - headsets
Ps: sorry for the late reply.
Also, finally managed to upload this to Artstation: https://www.artstation.com/artwork/RONlW