This is a Bust helmet project i started about a week or two ago.
The picture is a viewport grab from 3dsMax, which is new to me since
ive eariler only been familiar with Highpoly-lowpoly workflow in Maya
So far im only done with the highpoly and just started doing some lowpoly parts and some baking tests.
All the colors are WIP and ill probably move closer to the concept when i come to the texture.
I might do a full character at some point but my lack of longterm
commitment to the same project keeps me from doing it all at once so
i try to aiming at finishing the helmet, im still a little unsure on the normalmap baking part so i want to concentrate on getting that part as good as possible.
The model is based on Shimmering Swords original Concept group called ACS
After doing an initial base model of the concept he also helped me concept up details and sketch ideas for parts not shown in his existing work.
His deviant art page can be found at
http://shimmering-sword.deviantart.com/
Some of the concepts the model is based of:
Replies
Im still trying to balance the necks lowpoly, i want to get the thickness of the muscle suit, but so far, just modeling it flat and baking it generally looks better. But it makes the muscles flat, still got a few things to try there.
http://www.youtube.com/watch?v=XtA3zXkDue8#t=0m40s
I quite like the design of the helmet in the second concept picture, the one the guy with the electric sword is wearing.
Shim has kinda been my art nemesis since the time when we were both shit artists :P.
The model itself looks good, but i would have to say that the shape language you are usning is alot different from that of shims style. Too many small fiddly details that dont match the overall forms, and the edges of the large forms are also too sharp. What he tends to do with his large plates is make them organically "flow" into one another, they are not just different geometric shapes stuck together, and treating them as such will just look wrong.
That reminds me that i should go and finish that concept for jonny....
He also did some paintover on my model for ideas and referencing so hes been a great part of the process.
Here are a few more pictures with different lighting, no colors this time
Will it cause problems in the end? im probably gonna use toolbag, but im unsure of how it handles models that use the same normalmap but is mirrored in the world.
I would really appreciate some technical help with this, since baking is still something im a bit unsure on.
I followed Shepeiros tip and flipped it all, works out great!
It landed on a little less than 5000 tris, now to do the texture.
Here is a screengrab from max viewport, gonna either put it into marmoset or use Xoliuls
3dsmax shader
Love artist too, thanks for sharing!
Base texture set up, im trying out alot of color schemes atm and really trying to nail what it should be like. Details and scratches will be worked on more in detail later when ive really got the look i want. im also trying to work out extra stuff i can add in the normalmap.
The wire could be better but i really wanted to nail some of the details, since they didnt turn out well when normalmapped, specially the thinkness of the nanosuit muscles.
Solid mesh.