Our dear Masterson managed to scavenge a barely functioning prototype helmet from a military base. Sadly everything but the night vision (which doesn't work to well) and radio is broken in it, still hard enough to withstand a few zed blows!
Comes with and without the visor, going to be way more grimy and broken than the sketch, just wanted something to base my modelling and sculpting on.
Replies
Should have spent some extra time sketching a side/top view as well. Some of the shapes doesn't really make as much sense as I thought they did, was also a bit to thick on the sides. Fixing it as I go along!
Spent a lot of time fixing the general thickness of the helemet, doesn't line up as well with my concept but looks far better in 3D. Not quite happy with the front yet and the visor will take a while to fix, will probably end up doing it in Zbrush instead.
Thanks for the feedback as well Sami, spurred me on to work quite a bit today
Kinda messing around with the sides currently, not happy with how it is right now. Probably going to start over tomorrow on it as i forgot to create the thickness on it, after an hour or so of work >_>
Will see how it goes tomorrow.
And as always thanks for the feedback!
Pretty happy with how it is so far, going to finish it up tomorrow hopefully.
Currently doing the side, and it's a bit slow but getting there. Couldn't really get the original piece to work as I wanted to, so using it as a bit of a guide and making individual pieces inside of zbrush instead.
Also need to fix the inner part around the visor as I just imported it from my earlier file.
Side area took a while and I'm decently happy with it. First time i tried making some techy stuff totally inside of Zbrush as well (was fun!). Right picture is how it will look normally, thinking of an alternate style where the protective plating is ruined and shows the inside.
Anyway, small update now. Been fixing the highpoly around the edges of the visor and between some of the surfaces that I split the mesh into as there was some rather ugly edges there. Mostly slightly remaking the lowpoly > reimport > projecting in Zbrush to get the details back and then fixing the rest by hand.
Could probably have foregone this totally by just using polygroups (duh) instead, but learning is awesome
Aiming to finish the lowpoly as well tonight, shouldn't be to far off really. Also need to fix the neck area a bit as it feels unfinished/doesn't make sense to me right now.
Currently at 2.6k tris, if i remember correctly it could have ~3k so probably going to add some extra geometry on the sides and on the bevelled parts.
When I started texturing I realized that I hadn't actually made any damage to the model itself, i.e go make some scratches and bake that stuff again.
Think it turned out quite well in all honesty.
Also started on the texturing today, substance designer makes it a lot faster then it would have been otherwise.
Also, does anyone know how to hide the background in substance designer?
Thought I had added them, it's done while making the material inside the editor or am I missing something major in my texturing process? Otherwise I've been following the guide on the KF2 wiki.
Just for reference posting the textures as well.
I blame my GF for #13 as well
Final Submission
Workshop Link
Construction Shot
In-game Screenshots
Textures