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

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Finished the Monterfertino e pretty much. Stilll need to do som uv baking, normal and spec maps and it's go time for in-game. The feathers look quite good. Not the best, as some white still shows. Need to still practice on them. But overall, I'm happy with it.
 
Monterfertino E

Note that the cheekplates are a bit too high. This is due to the multimesh problem with the helmet. It doesn't go right. It's right in the brf file, but messed up in-game. Ill try to fix it when I can. There are seems on the helmet which are visible, Ill fix them when I can. Other than to, I think it's fine for now. So furthermore, PICS:

In-game and other pics:
c89fed95634ed8a40d17ad7ae67d11c7d865bb7649c00ec80cf9d3400eb326926g.jpg

8e875ae6dd67f3cb62442d72d3ed0bc49bfe7ebf66ce9508b5fcfe9f8bb285a36g.jpg

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a0ab6259d4e535cc9bb0636686c0b166a139d2e06b507451b1787844767f8bfc6g.jpg

d95cbf1ae8ba539d601ba0294c63eec04be681a23b486ee6cfed9eb43c5a1c746g.jpg

80e349a37b46bf765e4f266db39590102a7f4d99eecdcda49bebce2c9a2081a06g.jpg

28c0dd66395eef89af1ecf546d39cb841e870f6452474524c2be9697da4959546g.jpg

672b10638fcf67767438c764df02ad53c09a69da16f5184ca539e2390382b4b86g.jpg

508df46fe87e282d81846bb265627ad872ab9e41a050b8745d015630f79082156g.jpg

cf3152ef9728dd07fb75a74772b4ac3a8414372186962ba93e2a2d0ca82fd3e26g.jpg

bb0e43cc30726faddcedcd80bc4a98dad4615e5352d677d9ceb177409f9cba4e6g.jpg

8df1b13dc01d11e5533f8651ce3e8b797c4748d486889f34aafec06fd9f7098a6g.jpg

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634c67b9d0c9d8e819d70d49566f8ec963b0b2821d4c48b9d06217ea74e9390a6g.jpg

UV-maps:
04636803c5c2dff1bfa9501181cfdc25a5c73ae3f4025d910ba7f002e711c7e76g.jpg

73b0bef59e4d3d95b33888701d9372294a29e2f830aaa583d2f2f4085b4903466g.jpg


 
1. Try to fix the clipping problem by aligning the top of the cheek piece vertices to the bottom of the helm.
2.Move the cheekpiece vertices so they move towards the face.
77218716.jpg
[/spoiler
94672463.jpg
Also, the backside of the cheekpiece wasn't needed. You could of made a uvmap of the back on the front texture.
04636803c5c2dff1bfa9501181cfdc25a5c73ae3f4025d910ba7f002e711c7e76g.jpg
Otherwise, helm looks awesome.
 
1. Was done already D: It's just that the game doesn't work well with multimeshed helmets it seems. I had problems earlier with them in my mod. Don't know why though.

2. Currently, trying, but I just can't get it to look right after I move them. Goes all fancy.

And thanks :3 I like this helmet quite alot. Might do the other version too which had the plume on the top and without the feathers. a mere small change so shouldn't be hard :razz:
 
mr.master said:
1. Was done already D: It's just that the game doesn't work well with multimeshed helmets it seems. I had problems earlier with them in my mod. Don't know why though.

2. Currently, trying, but I just can't get it to look right after I move them. Goes all fancy.

And thanks :3 I like this helmet quite alot. Might do the other version too which had the plume on the top and without the feathers. a mere small change so shouldn't be hard :razz:
Make sure you have enough vertices on the cheek pieces and move them closer to the face a couple at a time. Perhaps making a loop in the middle will help.
agen1.jpg
agen2.jpg
capturedny.jpg

 
Any help on doing the actual plume texture? Kinda like this:
indoril_plume.jpg
I have tried finding brushes that would do that, tried different techniques but nothing looks what I'm looking for. So tips on doing the actual plum texture would be appreciated.
 
It's not mine. I don't know how to do it like that. I want to create a texture like this plume here:
rometwbi201001292137296.jpg

I don't know how to create a good looking plume texture by hand.
 
It is not brushes. It is a couple of lines. You can do it by using splines (cant say or it exist in gimp but if i am not wrong it is)
at worst way use free soft inkscape for this
 
http://www.youtube.com/watch?v=IbESVA1hVEg

Edit: OK now i have some more time
so splines we can say it is "S type" of lines
image1og.png
image2jy.png

just be sure that your splines don't have something like background (cause latter you will need to do alpha channel for it)
and you could start with splines and you can latter work with raster layers

by the way always do some variation with colors other way you get exactly the same thing as alpha channel is just with a single color :grin: )


 
I already deleted it. lol. I ragequit quite easily if I'm not satisfied. It didn't look right. Just lines on top of other lines, different color. It just didn't look good in any way.
 
it looks pretty good believe me
image9uv.png

simple when i doing something like hairs i working on a much bigger result than really will need
this giving some reality cause hairs must be very thin
so the ideology must be something like this (you are using 3 pixels width lines and latter it re size at least 3x
or you using some kind of 3d effects for your splines
 
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