Silgrad Tower from the Ashes

Full Version: Ghogiel's Imperial Helmet
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http://i25.photobucket.com/albums/c85/le...urion1.jpg

Probably a use for this somewhere. It can double for an alt legion helmet. Well once I actually put some work into it and detail it. I may make quite a lot of detailing in polys. I like it so far, even in this early state I think it does capture the look fairly well.

I dunno about any armor to go with. Might just be good to retex something to match it. At least for a start. I just get stuck at texturing stuff for ever. Texturing is evil.

edit:finished the mesh-updated the screen
The back of that helmet model is a bit too wide
comparing it to what? This isn't a copy of the MW legion helmet. its more based on historic roman gear.

http://i25.photobucket.com/albums/c85/le...08_LRG.jpg
http://i25.photobucket.com/albums/c85/le...erback.jpg

though you pointing that out made me notice something with it. I'll go edit...... Smile


EDIT:
I had a shot a texturing stuff.....
http://i25.photobucket.com/albums/c85/le...urion4.jpg

looks pretty good so far. The back will hav to come in a little brcause of clipping....its gonna clip even if I do that. But minimize it a bit.

And just to have this information out there.....

I just successfully deleted half the legion cuirass. saved the skin envelope, and wrote down all the bones in order as how they appeared in the skin modifier. removed the the skin modifier. made a new UV map. then added a new skin modifier. added all the bones from before. then loaded up the skin envelope I saved from before.

Basicly what this means is you can make, edit and mess with UV maps till the cows come home and still keep the meshes skin data.

The thing is you will have to do a work around if you want multiple meshes that have separate skinning to share the same UV map. Because any atempt to attach meshes together renumbers the vertices and will invalidate the envelope data you saved..

The way to do it would be to judge roughly where stuff is. for instance the cuirass takes the left side of its template but the right side is left blank. Render that template.

then have the new pauldrons take the right side of its template, with the left left blank. then render. In photoshop open both. hold shift and click drag on one of thems layer to to the others. you'll now only have to paint one texture. Smile

cool.

this actually opens up some serious mesh hacking opportunities. As well as an opportunity to fix some of the disgusting UVs of the armors.
Nice work Ghogiel! It looks reminiscant of the Blades armor I think, maybe because both Bethesda and you drew on the same sources? It's sure to be very useful, thankyou for making it Smile

I couldn't agree more that texturing is evil. Or as I used to say - witchcraft! Big Grin The mapping in your latest screenshot is rather well done though, I bet those gold details will look awesome with a strong normal map.
It is the blades armor, with a minor tweak. the metal is completely new and painted by hand :yes:

There is MAJOR crazyness with the helmet though. Basicly 8hours of messing around.

you see ears disapear when you wear the helmet. as can be seen in the screen shots, this is a problem. So I thought ok.....I'll set it up make an egm and get a scripter to make the helmet equip the races ears in the amulet. A Minor draw back wearing the helmet.

Now. while experimenting with the races and their ears, I quickly realised I would have to edit a helmet to specifically fit every race. Woodelf ears are LONG! And apart from that, egms were working. but No matter what I did it didn't conform to the beast correctly, and it deformed some of the mesh horribly making it look like the model....well I didn't like it Smile

so I went through every race. Made a hemet specific to each. I think the argonians one will need 10mins adjustment to day and I'm done. Smile

So effectively I spent 8hours pulling my hair out lol.

Upside is, every race should be able to wear the helmet with minor clipping issues in extreme cases. With the script, it'll check for race and swap in the correct helmet. And all appropriate ears will display correctly upon equip.

I hope.

phew, I am never going to do that again.

and now onto the vanity shots....lol notice that the textures are on the lowest setting possible!

http://i25.photobucket.com/albums/c85/le...hajiit.jpg
http://i25.photobucket.com/albums/c85/lego-botz/orc.jpg

and this for good measure.
http://i25.photobucket.com/albums/c85/le...cutum1.jpg
need to make icons, gnd nif for the helm, and custom collision for the shield some how.
amazing!! :yes:
WOW Smile

How long did it take you to create em?

And what program are you using?
It looks really good, it actually could be a bit longer in the back, with a little bit less angle, if you wanted to change it, but it does work the way it is.

Enjoy
Bob
the initial helmet model- somewhere under 3hours. another hour or 2 in PS texturing. the blades armor retext another couple hours.

then so far about 10 hours faffing around with the different helmets and races I have created them for. grrrr.

scutum was about 30mins modeling and about an hour texturing.
I'm about to test it in game with some temp collision to see how its orientated in relation to the character. It's probably half decent though. Smile

I model in max and texture in photoshop.
The work does show, i like it.

I am just starting to learn Blender, got the noob to pro guide. I have been told max is crap but from what i can see above you can do good work with it.
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