Official 3D art thread - Warband

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:grin:



The lack of holes in the leather strips is bugging me, and I'm not 100% sure with the crown, but for now I'd call it done.

I also fiddled a lot with sword designs, but in the end I just did a less oversized version of the one in the concept, with minor changes.

Here it goes:

17053249096_f6583ecfe9_o.jpg
 
http://p3d.in/LEGC1
http://p3d.in/2hIrT
http://p3d.in/TWBNX
http://p3d.in/M5MeI
http://p3d.in/SZc0m
 
The concept of the bow is really awesome in my opinion.  :grin:
Nice work there, the skeleton seems kinda high poly though, if its meant for warband that is.. And the bone texture seems odd to me.
 
_666_ said:
the skeleton seems kinda high poly though, if its meant for warband that is.. And the bone texture seems odd to me.
You are right, As I said it is an OSP Skeleton, and That was a subject to change that was why I didn't care too much for its Texture.
 
Meleagros@
well your wooden clock from some perspectives looks good
but when i look longer i see some strange things
like wood patern repeats everywhere the same and same angle
decorations looks like they are very thick and very hard to make in real life (i dont say that it is not posibile to do thems like that, but that would be quite expensive not practical, very week and not much realistic thing to do thems from the wood
mostly decoration on wood are made by carving with the knife in old good style and it looks quite good and acceptabile to our brains

UsamaEzaddin@ well you definatly have to learn how to texture things, and if you don't then at least remove normal map cause it dont helps here it hurts.

LionStrong said:
finished this yesterday  :smile:
cuirass3_zpsght54kc7.jpg
cuirass3_zpsght54kc7.jpg~original
total_war1426525006_002_zpsxjq5t0j5.jpg
well when you do preview it wouldnt be bad to add image how it looks from back side to

about ornamets well they are not perfect but you progressing in good side

about missing details : well when i do armors i always thinking about small things how things are connected what kind of belts they have used or was it belts at all.
That takes a lot of time in reality but if you want to do something what is close to history you have to put a lot of work and a lot of thinking how to remake the history...
about folds: well things like folds require a lot of refs, work and time to make them good and nice but as alternative you could always go easy way and choose software with might do that job for you
 
I wasn't sure what to do on the back so I left it bare which is not very interesting so I didn't bother showing it.

For missing details I'm guessing your talking about things like how the back piece and front piece are held together? if so I will try to do them later today.

also with the folds I will keep practising, I think if I used a software to do it then I would never get good at it

last thing, at the moment it's a static mesh, how can I make it so that I can go through the different human animations?
example with your model:
Untitled-1_zpsn6pwuz3u.jpg
 
Add a rigging to it. Easiest way to do that is to select a similar body armor in openBRF, "Edit" - "Copy complete", then select your armor and "Edit" - "Paste Rigging". Works for most armors, sometimes a few parts act weird though, which can be fixed via exporting and "Weight Paint" mode in blender (Should work in most programs ^^).
 
rgcotl said:
UsamaEzaddin@ well you definatly have to learn how to texture things, and if you don't then at least remove normal map cause it dont helps here it hurts.
Really? for Which one? If you talk about the skeleton it sn't only one texture, and probably it's the Axe I think! I really Don't know what is its problem.
 
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