OSP 3D Art WEe's Helmets/Shields/Weapons (Yarr) [Updated 2.4.2013]

Users who are viewing this thread

alpha channels isn't really perfect thing when you look at raster selection it always have some additional pixels (or pixel parts) from backgrounds so the same color hide it
if you use background white you will certainly see about what i am talking

ntb_15 said:
While making plumes i always use triangular cylinders, i mean a cylinder with three sides instead of planes, so it wont look too wierd when viewed from certain directions. This way it also gives the impression of density and also saves vertices than three separate planes, i mix it up with "X" crossed planes as well to get variety.

i cannot really sayhow much your technique use triangles and how good it is but for example for feathers i used
featherprev.png
it greatly increase triangle number from 2 or 4 to 28 (but 28 triangles if the helmet like mine had only 2 feathers it isn't to much)
also "V form" on few perspectives hides that i am using planes cause when you rotate it newer look like a plane
 
I got a helm for you to make if you're interested. The Coolus or the Imperial Gallic A.

Coolus helm-
CoolC1.jpg
coolusC1jpg.jpg
rometwbi201001291654590.jpg
Imperial Gallic A
HelmetDB_PlaceNameM-Q_DSCN0006_JPG_large.jpg
gallicanijmegenlp2.jpg
gallica3gf7.jpg
rometwbi201002041636518.jpg
 
I'll also post the Montefortino E, but be warned it has almost no references online. I'm just posting it because you are practicing with plumes.
mont.gif
rometwbi201001292137296.jpg
rometwbi201003122252034.jpg
In-game images are from the RSII mod, and it's a good reference as they have used a lot of history books/art to make their models.
 
Sayd Ûthman said:
Cataphract helmet has a clipping on the neck side
005ad8123986bf12ae570e1df760e800f1cb9a79188baaf6b3a85dc3dca90ac46g.jpg
This? Yep. I also made a cataphract helm that is of a later date than Mr.Masters(Mine is 13-4th century, his is 10-11th Century). It's in need of a retexture though.
mb2k.jpg
mb1s.jpg
http://www.mbrepository.com/file.php?id=2190
 
Thanks for all the advice. :smile:
Gothic Knight said:
I got a helm for you to make if you're interested. The Coolus or the Imperial Gallic A.

Coolus helm-
CoolC1.jpg
coolusC1jpg.jpg
rometwbi201001291654590.jpg
Imperial Gallic A
HelmetDB_PlaceNameM-Q_DSCN0006_JPG_large.jpg
gallicanijmegenlp2.jpg
gallica3gf7.jpg
rometwbi201002041636518.jpg
Thanks, I think I can pull it off :smile: found some additional good pictures to help out.
Gothic Knight said:
I'll also post the Montefortino E, but be warned it has almost no references online. I'm just posting it because you are practicing with plumes.
mont.gif
rometwbi201001292137296.jpg
rometwbi201003122252034.jpg
In-game images are from the RSII mod, and it's a good reference as they have used a lot of history books/art to make their models.
Think I can pull it off too, hopefully :razz:
Gothic Knight said:
Sayd Ûthman said:
Cataphract helmet has a clipping on the neck side
005ad8123986bf12ae570e1df760e800f1cb9a79188baaf6b3a85dc3dca90ac46g.jpg
This? Yep. I also made a cataphract helm that is of a later date than Mr.Masters(Mine is 13-4th century, his is 10-11th Century). It's in need of a retexture though.
mb2k.jpg
mb1s.jpg
http://www.mbrepository.com/file.php?id=2190
I can re-texture it later on :smile:
 
Sayd Ûthman said:
I don't know what is alpha map and plane .. :sad: thank's anyway

An alpha map can control whether an object shines or in this case, an alpha map is used to make everything except the texture invisible. For an example, if you don't use the alpha map correctly for the horsehair plume, either black or white will show in the areas not covered by the hair texture. By using the alpha map correctly, the area that is not textured will be invisible and the hair will only show. A plane is flat shape that modelers use to make alpha maps.
featherprev.png

On the right is the plane the texture was made on. On the left is the same plane with an alpha map and the texture. All the areas in the plane that are not textured are invisible due to the alpha map thus making it look like the feather is there when it is in fact a 5 sided plane.
 
Currently re-texturing the byzantine helm. Also, started working on the Gallic A helmet. Going quite nice. Still need to work on it. Not near to finishing the modeling. But it's in a good start :smile:
 
Byzantine Helmet

Original Model: Gothic Knight
Re-Texture: WEe

Has mipmaps.

In-game pics:
947a274e6237b7094f11f3e0742545a6ef33d3a7f96f93381e3d5e92061472466g.jpg

35bcfa2437fb11a786b22141cb992befb3443af13df6e3034f31eb4494a80f3f6g.jpg

faa163c485bc787a70e880a9f9301ecabadebbf88b5141873a91544dc66f16846g.jpg

6a4130731401a1282b2dcf7916e189c4c8c76e6aab0847785e4f6875c0446e3e6g.jpg

c43285a37291ff9b348d73cd0540f32a7d068e5d8e4bdcb80220c43a80be33c36g.jpg

5453618926798a98723aa57ca5d5fa340a826485f15c4d7261b8b3f29667f3f76g.jpg

2fe2f7253e50abf63248c97d74c78ed93eba815203b7ca3044ade815a6b89c1e6g.jpg

7c52a0bcfe355bb9aa40438ef7d452741e436c051fbdca8761609fad06e97b9e6g.jpg

08119d3df9fff511edb89f0888d2d882aba1bff4ec59fe3486f7c6fe40b423996g.jpg

c00b8076fbea670bab76a0fea727f6101a272fab8159aadfce432854c8c42bd86g.jpg

e936fdb2087e3a1a6f7a6f31aff0b2a251442d97cb5595a7b0b6b2e72c0e4b246g.jpg

362380b546fa75bc0f0870e20412f49970d2120713570b6a1681ace6f13ab4dd6g.jpg

And the uv map:
3a2600b5be04399dfe429de314c9da143efca1d1d8476dc1b9e956b09d4dc4f46g.jpg

No, it doesn't match the haubergeon mail, Ill try to fix it when I can.

 
rgcotl said:
i cannot really sayhow much your technique use triangles and how good it is but for example for feathers i used
featherprev.png
it greatly increase triangle number from 2 or 4 to 28 (but 28 triangles if the helmet like mine had only 2 feathers it isn't to much)
also "V form" on few perspectives hides that i am using planes cause when you rotate it newer look like a plane
Yeah, curved planes like that are good for making single feathers or palm leaves. But for making horse hair, i found it took too much vertices to get an acceptable density, so i joined the V shape to form a Three sided mesh, and each side is UV mapped to the horse-hair texture, and i change one of the angles (the one that would be facing up) between the sides to >90, and also i would vary the angles between the other sides to distort the UV map to get variety. It ended up having three varied horse-hair groups using around 21 faces. I hope you understood what i said, its really hard to explain without using screenshots.
 
mr.master said:
Byzantine Helmet

Original Model: Gothic Knight
Re-Texture: WEe

Has mipmaps.

In-game pics:
947a274e6237b7094f11f3e0742545a6ef33d3a7f96f93381e3d5e92061472466g.jpg

35bcfa2437fb11a786b22141cb992befb3443af13df6e3034f31eb4494a80f3f6g.jpg

faa163c485bc787a70e880a9f9301ecabadebbf88b5141873a91544dc66f16846g.jpg

6a4130731401a1282b2dcf7916e189c4c8c76e6aab0847785e4f6875c0446e3e6g.jpg

c43285a37291ff9b348d73cd0540f32a7d068e5d8e4bdcb80220c43a80be33c36g.jpg

5453618926798a98723aa57ca5d5fa340a826485f15c4d7261b8b3f29667f3f76g.jpg

2fe2f7253e50abf63248c97d74c78ed93eba815203b7ca3044ade815a6b89c1e6g.jpg

7c52a0bcfe355bb9aa40438ef7d452741e436c051fbdca8761609fad06e97b9e6g.jpg

08119d3df9fff511edb89f0888d2d882aba1bff4ec59fe3486f7c6fe40b423996g.jpg

c00b8076fbea670bab76a0fea727f6101a272fab8159aadfce432854c8c42bd86g.jpg

e936fdb2087e3a1a6f7a6f31aff0b2a251442d97cb5595a7b0b6b2e72c0e4b246g.jpg

362380b546fa75bc0f0870e20412f49970d2120713570b6a1681ace6f13ab4dd6g.jpg

And the uv map:
3a2600b5be04399dfe429de314c9da143efca1d1d8476dc1b9e956b09d4dc4f46g.jpg

No, it doesn't match the haubergeon mail, Ill try to fix it when I can.
Other then the mail, the boundaries of the uvmap are showing,but even with that it looks great.
 
ntb_15 said:
rgcotl said:
i cannot really sayhow much your technique use triangles and how good it is but for example for feathers i used
featherprev.png
it greatly increase triangle number from 2 or 4 to 28 (but 28 triangles if the helmet like mine had only 2 feathers it isn't to much)
also "V form" on few perspectives hides that i am using planes cause when you rotate it newer look like a plane
Yeah, curved planes like that are good for making single feathers or palm leaves. But for making horse hair, i found it took too much vertices to get an acceptable density, so i joined the V shape to form a Three sided mesh, and each side is UV mapped to the horse-hair texture, and i change one of the angles (the one that would be facing up) between the sides to >90, and also i would vary the angles between the other sides to distort the UV map to get variety. It ended up having three varied horse-hair groups using around 21 faces. I hope you understood what i said, its really hard to explain without using screenshots.

probably few screenshots will be better :smile:
personaly i used "X form" + some "V form" for horse hairs
 
Back
Top Bottom