Sorry, failing at updating .. I keep doodling away a little bit each night so it never feels like I have got anywhere.
I think the high poly for the helmet is done now.
BLAM! ZBRUSH SCREENGRABS!
As always, crits and comments welcome.
I should totally have done acid etching, or just done the patterns in the texture, but i love doodling in zbrush :x
Maybe a bit extreme... but i really wasnt feeling the shape, went back to the drawing board and started again in 3ds max. I used the bits i like from the zbrush doodle and tried to tie them together much better in this new model, I think its a lot better, I would like to add the engravings and stuff from the zbrush version (Cleaner tho heh...) but first i just need to finish off the back of the helmets shape and feel.
So here is the new max model
And here are some doodles i have been working on of where to take the design. Would really appreciate some thoughts, I am leaning towards something similar for the top. to what i had before (Built to fit under the front when its lifted) But with some straps or something to hold the upper helmet bit up. Also, rivets are cool.
no seriously, I think it's fine without some kind of smush on top of the helmet... I;m always when people ruin their mesh by adding too many bits sticking out.
heh, so many people have finished in the time it takes me to make posts XD
Ok, max high, max low and first test xnormal bakes!
Also experimented with opening up the visor (on the high) to see what it looks like
I blame my weakness for Xcom and Total war... entirely... on the speed of these updates :c
Back to zb tommorow to sculpt up some stuff on the max high then final bakes and onto texturing woo!
Todays progress, dodging around the celtic knots till I figure out the best way to do it in my head, 3ds max ones were clean, but kind of a pain to setup.
First udk test and first texture pass (Normal+Diffuse only) (I miss ue4's menus already XD)
I am not a creative man XD, struggling to find a strong direction for the texture, its currently all pretty global, havent got into the nitty gritty details.
Thanks dude
Spent today getting it rigged and on the dude, then spent some time trying to match the texture to one of their darker Agatha helmets.
Just got to do a hand painted wear pass over bits and a little cleanup tomorrow i think, then Package for hand-in (OMG FAINT)
Mad rush for finish mode! Decided I really wanted to do a weapon, spent last couple of nights War...hammering it out, so really sorry for the lack of updates, just been bashing away at it :x
Tommorow! Fix scale (Why are the imported weapon scales wrong :c), Blood! and finishing up to package and hand in... urf.
Replies
I think the high poly for the helmet is done now.
BLAM! ZBRUSH SCREENGRABS!
As always, crits and comments welcome.
I should totally have done acid etching, or just done the patterns in the texture, but i love doodling in zbrush :x
Cool helmet, I think the silhouette could be more striking from the front, maybe less bulky/rounded on top, but I really like the detailing so far
So here is the new max model
And here are some doodles i have been working on of where to take the design. Would really appreciate some thoughts, I am leaning towards something similar for the top. to what i had before (Built to fit under the front when its lifted) But with some straps or something to hold the upper helmet bit up. Also, rivets are cool.
As for the doodles I'm leaning towards 6, 4 and 10 for the top of the helmet.. The grill detail of 1 and the rivets on 7 :poly124:
no seriously, I think it's fine without some kind of smush on top of the helmet... I;m always when people ruin their mesh by adding too many bits sticking out.
nein is pretty edgy though
Ok, max high, max low and first test xnormal bakes!
Also experimented with opening up the visor (on the high) to see what it looks like
I blame my weakness for Xcom and Total war... entirely... on the speed of these updates :c
Back to zb tommorow to sculpt up some stuff on the max high then final bakes and onto texturing woo!
Thanks for looking
I am not a creative man XD, struggling to find a strong direction for the texture, its currently all pretty global, havent got into the nitty gritty details.
Spent today getting it rigged and on the dude, then spent some time trying to match the texture to one of their darker Agatha helmets.
Just got to do a hand painted wear pass over bits and a little cleanup tomorrow i think, then Package for hand-in (OMG FAINT)
Mad rush for finish mode! Decided I really wanted to do a weapon, spent last couple of nights War...hammering it out, so really sorry for the lack of updates, just been bashing away at it :x
Tommorow! Fix scale (Why are the imported weapon scales wrong :c), Blood! and finishing up to package and hand in... urf.
So, SUBMITTED WOO
http://steamcommunity.com/sharedfiles/filedetails/?id=322783255