Hey guys, for my entry I wanted to do something with a little more Eastern inspirations, namely Mongolian, hence the name (Temujin is Genghis Khan's original name). Although I still want it fit in the Chivalry universe so I'm going to try to make it Mongolian inspired European design, if that makes sense xD.
As for the weapon, I think I'll be basing it off the broadsword. I want to have a curved sword kind of like the falchion but with a longer, thinner blade. I may however have to make it less curved so it matches the broadsword's footprint.
Took some time to concept out some ideas for the helmet, not sure if I'm straying too far away the medieval Europe vibe, but so far I'm liking the "H" version the most.
i think G is awesome i would love to see it with some viking spectacle helm style eye holes like some of the stuff in your mood board. can't wait to see it modeled
I blocked out a version of the H helmet (minus the tassel thingey) to see how it would hold up in 3D. I kinda like it, I'm just wondering if it might be too tall, I might have to squish the top part down some.
I do like your idea Frank, I'll try doing some more quick concepts tomorrow based on the G version, thanks.
Hey guys, took a little break from the helmet to do a quick blockout of the sword, I wanted to check to make sure it would fit the broadsword's footprint. Here's the result:
Looks...kind of alright to me do you guys think it'll work?
hmm... I guess the fighting style you would have using this weapon would be more akin to the falchion or saber... Maybe use the same mesh, but call it one of those?
Here's a quick update. I think the sculpting is pretty much done (pending suggestions :P). I just have to finish up the facemask then I'll move onto the Low Poly.
considering "you and zbrush arn't buds" you have sure made it dance really like the sculpt, the materials are really coming through even without any colour or shade definition.
I have to say I liked it in post #15 when you had some creasing in the studded leather at the back of the helm!
@9thKnight: Yeah I think that veil is what makes it stand out from most helmets, glad I put it back in!
@Dylan Brady: Thanks man! It was a good exercise, I'm glad it turned out well.
@L3XICON: Haha, thank you. Yeah, I kinda prefer straight hard surface modeling to sculpting but I got some good tips from pro Zbrush users so that helped tremendously. I toned down the creases because of the symmetry at the back, didn't want it looking too mirrored.
@qassamzed: Thanks! Glad you like it. I wanted to make it for the archer class but I really wanted to make a sword so I decided on Man-at-Arms (my favourite class :P)
@sgtscience: Good idea, I was originally going to put some red around the chin strap flaps but I think you're right, it would probably take away from it.
So here is my progress now, modeled the low poly and baked (and displaying) the normals, AO and cavity:
Best maa helmet so far. Too bad you cant customize the cloth on the helmet. Would actually want to see it for the mason knight together with the messer skin "Infidels Bane".
Hey guys, glad you like the helmet! Going to wait to texture it though. I want to try to nail down the design for the sword to make sure they both fit together as a set and then see if there are any changes I need to make to the helmet.
Here's the sword blockout, so far I like the grip and pommel and I'm not really sure about the rest. I'm feeling it's a little too thin in the middle and a little too thick at the end. Let me know what you guys think!
Wow, I wasn't so keen on this the last time I saw it but your texture has really sold it to me, really look like it belong to the game's theme and aesthetic. Do you mind sharing how you created the tassel on the top? Is it some sort of hair sim or sculpted?
Hey islipaway, sure I don't mind, sharing is caring :poly121:
All I did was sculpt a blobby shape in ZBrush then I used the Dam Standard brush to make some cuts into it to define the hairs a bit, baked it out and painted finer hairs in Photoshop. Hope that helps!
Replies
Any feedback or ideas are welcome!
I blocked out a version of the H helmet (minus the tassel thingey) to see how it would hold up in 3D. I kinda like it, I'm just wondering if it might be too tall, I might have to squish the top part down some.
I do like your idea Frank, I'll try doing some more quick concepts tomorrow based on the G version, thanks.
Looks...kind of alright to me do you guys think it'll work?
really like the helmet BTW
Let me know what you think!
really like the helmet :P
I have to say I liked it in post #15 when you had some creasing in the studded leather at the back of the helm!
love that helm so much
@9thKnight: Yeah I think that veil is what makes it stand out from most helmets, glad I put it back in!
@Dylan Brady: Thanks man! It was a good exercise, I'm glad it turned out well.
@L3XICON: Haha, thank you. Yeah, I kinda prefer straight hard surface modeling to sculpting but I got some good tips from pro Zbrush users so that helped tremendously. I toned down the creases because of the symmetry at the back, didn't want it looking too mirrored.
@qassamzed: Thanks! Glad you like it. I wanted to make it for the archer class but I really wanted to make a sword so I decided on Man-at-Arms (my favourite class :P)
@sgtscience: Good idea, I was originally going to put some red around the chin strap flaps but I think you're right, it would probably take away from it.
So here is my progress now, modeled the low poly and baked (and displaying) the normals, AO and cavity:
Imported the helmet into UDK with some flat colors.
TB come on mayne make it happen.
Here's the sword blockout, so far I like the grip and pommel and I'm not really sure about the rest. I'm feeling it's a little too thin in the middle and a little too thick at the end. Let me know what you guys think!
All I did was sculpt a blobby shape in ZBrush then I used the Dam Standard brush to make some cuts into it to define the hairs a bit, baked it out and painted finer hairs in Photoshop. Hope that helps!