Ghogiel's Showcase [Updated 26/11/06]
Moderator: Lead Developers
Ghogiel's Showcase [Updated 26/11/06]
I'm new to 3dmax, just picked it up yesterday and was up till 4:30am making this, (WIP!!!) its supposed to be a dwemer cuirass from TES3. I've almost blocked it out and am about to work out some proportions and better lines. I just choose this as something to get my feet wet in max with. Its going to be for oblivion eventually. One day....
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemercuirass1.gif]screenie1 576poly[/url]
I've just started on the helm too. May make the rest of the kit at some point. Just tell us what you think abut it so far, please ask me some questions ect. I already know its not exactly the same(WIP). I'm going to keep it quite close to the original though, but if I feel that anything looks whack I'll just go with looks nice. besides the original is one weird looking piece of armor.I love and hate it at the same time. *shrug*
Right, about me. I was pretty good at drawing and painting when I was at college. I did half a years worth of life drawing, but I'm rusty . I got into graphic art and dabbled in some tattoo flash at one time. SO I maybe able to help concept some stuff. I can tear up PS quite well . I'm after a shot at texturing a mesh. Texturing is high on my list. Will UVmap this cuirass, and texture it. Thats the main reason why i'm making it
updated(20/9/06)
**DWEMER**
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemerhelmet.gif]helmet[/url]
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemercuirass.gif]cuirass[/url]
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemergreeves.gif]greeves[/url]
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemerboots.gif]boots[/url]
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwmerset.gif](almost) complete TES3 Dwemer armour[/url]
**CEPHALOPOD**
[url=http://i25.photobucket.com/albums/c85/lego-botz/cephalopodtexpurp2.gif]cehpalopod helm[/url]
**GLADIATOR helmets**
[url=http://i25.photobucket.com/albums/c85/lego-botz/gladiatorhelm.gif]wip helms[/url]
[url=http://i25.photobucket.com/albums/c85/lego-botz/ebonyhelm.gif]ebony texture test[/url]
**KNIGHT Helmet**
[url=http://i25.photobucket.com/albums/c85/lego-botz/knighthelm.gif]knight close helm[/url]
**WEAPONS**
[url=http://i25.photobucket.com/albums/c85/lego-botz/wingedaxetex.gif]Elysian winged axe[/url] (place holder textures!!)
**GALLERY PAGE**
========================
http://s25.photobucket.com/albums/c85/lego-botz/?sc=3
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemercuirass1.gif]screenie1 576poly[/url]
I've just started on the helm too. May make the rest of the kit at some point. Just tell us what you think abut it so far, please ask me some questions ect. I already know its not exactly the same(WIP). I'm going to keep it quite close to the original though, but if I feel that anything looks whack I'll just go with looks nice. besides the original is one weird looking piece of armor.I love and hate it at the same time. *shrug*
Right, about me. I was pretty good at drawing and painting when I was at college. I did half a years worth of life drawing, but I'm rusty . I got into graphic art and dabbled in some tattoo flash at one time. SO I maybe able to help concept some stuff. I can tear up PS quite well . I'm after a shot at texturing a mesh. Texturing is high on my list. Will UVmap this cuirass, and texture it. Thats the main reason why i'm making it
updated(20/9/06)
**DWEMER**
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemerhelmet.gif]helmet[/url]
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemercuirass.gif]cuirass[/url]
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemergreeves.gif]greeves[/url]
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemerboots.gif]boots[/url]
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwmerset.gif](almost) complete TES3 Dwemer armour[/url]
**CEPHALOPOD**
[url=http://i25.photobucket.com/albums/c85/lego-botz/cephalopodtexpurp2.gif]cehpalopod helm[/url]
**GLADIATOR helmets**
[url=http://i25.photobucket.com/albums/c85/lego-botz/gladiatorhelm.gif]wip helms[/url]
[url=http://i25.photobucket.com/albums/c85/lego-botz/ebonyhelm.gif]ebony texture test[/url]
**KNIGHT Helmet**
[url=http://i25.photobucket.com/albums/c85/lego-botz/knighthelm.gif]knight close helm[/url]
**WEAPONS**
[url=http://i25.photobucket.com/albums/c85/lego-botz/wingedaxetex.gif]Elysian winged axe[/url] (place holder textures!!)
**GALLERY PAGE**
========================
http://s25.photobucket.com/albums/c85/lego-botz/?sc=3
Last edited by Ghogiel on Sun Nov 26, 2006 5:20 pm, edited 12 times in total.
-
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Welcome Ghogiel, it's always nice to see fresh blood (ahem, new, that is!). Could you upload a non-wireframe pic of the cuirass? I'm not sure whether TR can use a Morrowind cuirass, but if your work proceeds well I'm sure it'll fit in. There are Dwemer ruins in Hammerfell after all.
You can use this thread to ask any kind of advice you might need since there are some pretty experienced modellers and texturers here, and not only. Looking forward to an update, have fun while at it
You can use this thread to ask any kind of advice you might need since there are some pretty experienced modellers and texturers here, and not only. Looking forward to an update, have fun while at it
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I've updated my screens. If anyone cares to look.
I do have a question. Beth's cuirass meshes are multiple pieces. Is that because it has to be that way for animation and all that bone stuff I haven't a clue about yet, or is just simply because its easier to model multiple pieces and then just put them together. I'm guessings it's both. And should I break this mesh up into similar pieces now to save on hassle later when I try to figure out how to get it in game? Any good links you could throw me that would help me go from finished armor mesh(i say that now) to working in game model would not go unapriciated
If anyone wants to give me tips or point at bits they like/don't on this mesh is welcome too. Or just say my polys are cack and don't make sense. I have already learnt alot....trial and error
cheers
I do have a question. Beth's cuirass meshes are multiple pieces. Is that because it has to be that way for animation and all that bone stuff I haven't a clue about yet, or is just simply because its easier to model multiple pieces and then just put them together. I'm guessings it's both. And should I break this mesh up into similar pieces now to save on hassle later when I try to figure out how to get it in game? Any good links you could throw me that would help me go from finished armor mesh(i say that now) to working in game model would not go unapriciated
If anyone wants to give me tips or point at bits they like/don't on this mesh is welcome too. Or just say my polys are cack and don't make sense. I have already learnt alot....trial and error
cheers
- Archeopterix
- Developer
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As I understand it, you can use stuff from Morrowind as long as you make everything yourself from scratch. So you can make a... Dwemer Curiass in this case, but it has to be original models and textures. And yeah, a lot of the things Bethsoft makes are pieces, that's just a matter of personal prefrence. I think for some people its a little easier to rig things in differnt pieces.El Scumbago wrote:Welcome Ghogiel, it's always nice to see fresh blood (ahem, new, that is!). Could you upload a non-wireframe pic of the cuirass? I'm not sure whether TR can use a Morrowind cuirass, but if your work proceeds well I'm sure it'll fit in. There are Dwemer ruins in Hammerfell after all.
You can use this thread to ask any kind of advice you might need since there are some pretty experienced modellers and texturers here, and not only. Looking forward to an update, have fun while at it
Phew this is tough.....I'm testing out uv mapping the helmet even though its not quite tweeked to perfection. I'm not satisfied just yet. I've got my head around it alright but dang is it tricky to get nice and clean. Its an art all to its self.
And I can't seem to export a nif from max. I just get an unkown error. I'm not 100% sure if I understand making a collision mesh or what to do. :ahh: Kinda stuck
I have some much updated screens in the first post. I have detailed the helmet some what since taking them.
And I can't seem to export a nif from max. I just get an unkown error. I'm not 100% sure if I understand making a collision mesh or what to do. :ahh: Kinda stuck
I have some much updated screens in the first post. I have detailed the helmet some what since taking them.
Actualy, that looks a lot better than I expected- you really got the futuristic look right.
NEW MEMBERS: I'm not with TR anymore, so please stop PMing me. Just post your sample work in the showcase.
[url=http://www.realmsofrenth.com][img]http://img249.imageshack.us/img249/3020/banner3er0.jpg[/img][/url]
[url=http://www.realmsofrenth.com][img]http://img249.imageshack.us/img249/3020/banner3er0.jpg[/img][/url]
- Eyeball88
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Sorry I've missed this for so long, with the recent forum downtimes I didn't even catch this until today.
This is an excellent start to modelling! Having artistic talent definitely helps a modeller, and you seem to have a natural touch for this. I can't really see anything huge to critique right now, especially since you are aware that you have a fairly large poly budget you can still grow in to. If you need any help with UVW unwrapping, I'll try to give you a hand
This is an excellent start to modelling! Having artistic talent definitely helps a modeller, and you seem to have a natural touch for this. I can't really see anything huge to critique right now, especially since you are aware that you have a fairly large poly budget you can still grow in to. If you need any help with UVW unwrapping, I'll try to give you a hand
"My dear, I believe that Cheirotherium's footsteps are undoubtedly testudinal."
- Lady Nerevar
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I think I'd be good at anything that sparks an interest in me. I've never tried architecture or anything else for that matter.
eyeball- yes please. because I am so noob to modeling, I've seen a tutorial on uv mapping. what I realy want to know is in the vid the guy has a vertix align snap thing, I can't find that button is there a button that snaps selected verts vertical and horizontal? I have a uv map that sucks big time, It was just a test anyway, but I learnt how its done and know how to plan a piece ahead now. and not to mention where to put those seems and what bits should be broken up to make life easier to texture. which.... I had a quick shot at to see a basic out line of something....I was needing a payoff after all the work. So I knocked a texture up in a half hour and whacked it on to tease myself :)Have a look and shoot some pointers if you will.
So here is the NOT the final product shot from nifscope(model or texture!)I just kinda needed to see how things would translate from max to game, ie poly counts, general shapes, and a texture[url=http://i25.photobucket.com/albums/c85/lego-botz/Dwhelmskintest.gif]unfinished model and quick texture.[/url] how well is my concept texture going to look?
a very SHADEY first atempt at UV mapping, suggestions please. I know I f**ked the pelt seams right up...I didn't understand what I was doing until I practically finished it :)and I know 100% more about fitting it nicely without wasting space on the map. [url=http://i25.photobucket.com/albums/c85/lego-botz/uvmap.gif]see what I mean about wobbly[/url]I want it nice and tight next time. I don't want to be doing it again after that
Thanks everyone for having a nose in
eyeball- yes please. because I am so noob to modeling, I've seen a tutorial on uv mapping. what I realy want to know is in the vid the guy has a vertix align snap thing, I can't find that button is there a button that snaps selected verts vertical and horizontal? I have a uv map that sucks big time, It was just a test anyway, but I learnt how its done and know how to plan a piece ahead now. and not to mention where to put those seems and what bits should be broken up to make life easier to texture. which.... I had a quick shot at to see a basic out line of something....I was needing a payoff after all the work. So I knocked a texture up in a half hour and whacked it on to tease myself :)Have a look and shoot some pointers if you will.
So here is the NOT the final product shot from nifscope(model or texture!)I just kinda needed to see how things would translate from max to game, ie poly counts, general shapes, and a texture[url=http://i25.photobucket.com/albums/c85/lego-botz/Dwhelmskintest.gif]unfinished model and quick texture.[/url] how well is my concept texture going to look?
a very SHADEY first atempt at UV mapping, suggestions please. I know I f**ked the pelt seams right up...I didn't understand what I was doing until I practically finished it :)and I know 100% more about fitting it nicely without wasting space on the map. [url=http://i25.photobucket.com/albums/c85/lego-botz/uvmap.gif]see what I mean about wobbly[/url]I want it nice and tight next time. I don't want to be doing it again after that
Thanks everyone for having a nose in
- Lady Nerevar
- Developer Emeritus
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looking good!
so your planing to make the texture too? or are those just placeholders till a final texture is made?
ps. i dont know how its done, but eyeball colors each poligon on the UV map differently making it easier for the texturer to see what does where. its a nifty thing...
so your planing to make the texture too? or are those just placeholders till a final texture is made?
ps. i dont know how its done, but eyeball colors each poligon on the UV map differently making it easier for the texturer to see what does where. its a nifty thing...
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
I do plan on making the texture. but this is a place holder to some exstent. I still have to re uv map the final model....so the texture will need to be redone. I like the colour and tone of the latest one. I think it looks old and rusted. and the yellow is subdues enough without it looking like my first quick texture or the morrowind one, I hated morrowinds texture of it. This project is a learning experience. So I want it to test my ability and hopefully have something to show at the end of it. Then move on to something else. I'm not the best at any one of these skills. But I've been wanting to do this stuff since morrowind was first released.
I know this model so damn well I don't need different colours to know exactly where each poly goes I've have toiled over it for over a week now. I have seriously been on NO sleep rations. Like last night....6am....then up at 9am this morning. I'll pay for it though
I wouldn't mind learning how to UV unwrap like the pro's.
I am serious about modelling. *waits for eyeball to wave his magic wand over my unwrapping skills*
I know this model so damn well I don't need different colours to know exactly where each poly goes I've have toiled over it for over a week now. I have seriously been on NO sleep rations. Like last night....6am....then up at 9am this morning. I'll pay for it though
I wouldn't mind learning how to UV unwrap like the pro's.
I am serious about modelling. *waits for eyeball to wave his magic wand over my unwrapping skills*
- Lady Nerevar
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im not fond of the green and blue tones of the mask... it makes it look almost painted. but the rusted metal texture underneath looks good (as far as i can see). Though it [the texture] has to stay similar to MW's in coloring (since all dwemeri concsturucs are made of the same gold colored metal) it can vary due to the province change...
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
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My singal critical comment: Dwemer metal doesn't rust, the Dwemer had a way of stopping it, I think they put something in the metal... Other than that, I look forward to seeing the armour in Oblivion, many people have complained about Bethesda's, though I can't help wondering whether the Morrowind armour was just butchered centurions and the Oblivion armour is supposed to be the real thing...
Edit: Oh, by the way, hello. Always good to have another good modeller, and your textures also seem to be pretty good considering that the ones you have made so far are made rather quickly.
Edit: Oh, by the way, hello. Always good to have another good modeller, and your textures also seem to be pretty good considering that the ones you have made so far are made rather quickly.
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I've done my homework. the TES4 Dwarven armor is a replica, I'm not certain what kind of metal the smiths used when recreating it, but Dwemer didn't have a hand in the construction of the armor pieces.
The TES3 armor, is Dwemer in origion. Both material and construction wise. It also said that the metal resists corrosion and some adventurers maybe running around Vvarandenfell with Dunmer salvaged centurion shells as their armor. But it mattered little because a matched set that came from a single centurion was highly sought after, all the plates fitted snugly and the wearer hardle noticed they had it on. I was just going by how it looked in TES3I may stick to the writen lore more closely. ie little or no corrosion. I like the build up of minerals idea to justity the old tattyness of the TeS3 set.
nice one Harke, just noticed your post...I kinda imagined my helmet as patina bronze colour. I think has a kinda greek look to it a bit like this [url=http://www.thecityreview.com/f02san3.jpg]greek helmet[/url]
The TES3 armor, is Dwemer in origion. Both material and construction wise. It also said that the metal resists corrosion and some adventurers maybe running around Vvarandenfell with Dunmer salvaged centurion shells as their armor. But it mattered little because a matched set that came from a single centurion was highly sought after, all the plates fitted snugly and the wearer hardle noticed they had it on. I was just going by how it looked in TES3I may stick to the writen lore more closely. ie little or no corrosion. I like the build up of minerals idea to justity the old tattyness of the TeS3 set.
nice one Harke, just noticed your post...I kinda imagined my helmet as patina bronze colour. I think has a kinda greek look to it a bit like this [url=http://www.thecityreview.com/f02san3.jpg]greek helmet[/url]
Promoted to TR Modder
You have great potential Ghogiel, and it'd be a pleasure to have you developing your skills within our community. Currently, the majority of our focus is on released a public beta of the Isle of Stirk mod. It's our pilot project on the Oblivion engine (almost like a tech test). There aren't a huge amount of art related tasks left to do for Stirk, but Hammerfell is going to require an enormous art effort.
If weapons, armor, god statues, and misc items are your interest I would strongly recommend that you browse through Lutemoth's concept art thread. Take some time a look at his work. The first page contains some of his early work at TR, but you'd do best to browse through the other pages to see his more developed ideas. For armor, pages 8-11 are your best bet if I remember correctly though there are peices scattered throughout.
Thread:
http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=15158&postdays=0&postorder=asc&start=0
Feel free to explore and post in the new forums which are available to you.
You have great potential Ghogiel, and it'd be a pleasure to have you developing your skills within our community. Currently, the majority of our focus is on released a public beta of the Isle of Stirk mod. It's our pilot project on the Oblivion engine (almost like a tech test). There aren't a huge amount of art related tasks left to do for Stirk, but Hammerfell is going to require an enormous art effort.
If weapons, armor, god statues, and misc items are your interest I would strongly recommend that you browse through Lutemoth's concept art thread. Take some time a look at his work. The first page contains some of his early work at TR, but you'd do best to browse through the other pages to see his more developed ideas. For armor, pages 8-11 are your best bet if I remember correctly though there are peices scattered throughout.
Thread:
http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=15158&postdays=0&postorder=asc&start=0
Feel free to explore and post in the new forums which are available to you.
Well, I was going to welcome you to the site, but it would seem that you've already set up shop!
Welcome to the team.
Welcome to the team.
"You can remove spells from your list in Morrowind. I think it was shift-click, don't quote me on that though." - Cathartis
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HOLY CRAP, some of those concepts are looking wicked! I've got my eye on a few already I will get around to properly looking at all this stuff.
Cool, TR Modder. I'll get moving on something. In couple weeks I'll make some really good models. I've gotten better at modelling since I started a couple weeks back
and quick updated pics too
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemer90front.gif]front[/url]
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemer90.gif]back[/url]
going to redo the boots from ground up,they've been bugging me. add an are to the groin. Tweak here and there. fill in some bits and its complete. Off to the unwrapping lab.
Cool, TR Modder. I'll get moving on something. In couple weeks I'll make some really good models. I've gotten better at modelling since I started a couple weeks back
and quick updated pics too
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemer90front.gif]front[/url]
[url=http://i25.photobucket.com/albums/c85/lego-botz/dwemer90.gif]back[/url]
going to redo the boots from ground up,they've been bugging me. add an are to the groin. Tweak here and there. fill in some bits and its complete. Off to the unwrapping lab.
Bumpys.....
just something I knocked together so that I could learn rigging and the finer points of nifscoping a piece of armour so that it actually works correctly.
[url=http://i25.photobucket.com/albums/c85/lego-botz/gladiatorhelmWIP.gif]Gladiator Helmet[/url]
Rigging it right now
EDIT: oh yeah I did make a start on some other pieces that gos with it.....[url=http://i25.photobucket.com/albums/c85/lego-botz/gladiator1.gif]Not a wussy in the arena[/url]
just something I knocked together so that I could learn rigging and the finer points of nifscoping a piece of armour so that it actually works correctly.
[url=http://i25.photobucket.com/albums/c85/lego-botz/gladiatorhelmWIP.gif]Gladiator Helmet[/url]
Rigging it right now
EDIT: oh yeah I did make a start on some other pieces that gos with it.....[url=http://i25.photobucket.com/albums/c85/lego-botz/gladiator1.gif]Not a wussy in the arena[/url]
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- Lady Nerevar
- Developer Emeritus
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- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
Could be the heavy armour, I was thinking of a breast plate for the heavy myself. I'll probably just add that to whats there. I'm not even planning on implimenting my models into any mods so to speak. ALthough I used every aspect of the TES3 CS, I haven't even opened it for OB yet.
[url=http://i25.photobucket.com/albums/c85/lego-botz/gladiatorhelmWIP2.gif]alt texture of gladiator helm#1[/url]
I got lucky fidling around with texture baking...that took all of 20mins to put together. all I actually did in PS was colour in the black eyeslits
[url=http://i25.photobucket.com/albums/c85/lego-botz/gladiatorhelm.gif]differnt gladiator helmet#2[/url]
in the comparision shot above, both are hollowed out like a real helmet would be. The previous version wasn't hollowed out all the way. I've spent a few hours now messing around with painting weights. I'll tell you the truth, forget unwrapping and modeling, rigging is by far the most confusing aspect so far. The more work I put into learning this stuff, modellers get more props. Much respect ect.
Now for the future I have a 3rd gladiator helmet based on that style planned, There is another closed gladiator helm I'd like to do but may not bother with just yet. And theres a open helm or two aswell. The armour, as I mentioned a breast plate. Then I'm modeling a trident. I'm sorry but there has to be a trident. I would like to do some mage armour or ice armour after that. I could model all day. I love it. Even unwrapping isn't that bad. however, rigging is doing me head in
I have done a fat load of visual research aswell as been busy in RL and the lab making models and learning about the mystic arts of rigging. there are little to no tutorials or documetaion about painting weights in max. Let alone specific data on what pieces of armour use what bones. Its all a case of opening up countless files, looking around nifs ect. Its ALOT harder and more time consuming than I thought it would be. lol, I just wanted to make some cool models.
/whinge
Lol, I think I had to blow some steam
[url=http://i25.photobucket.com/albums/c85/lego-botz/gladiatorhelmWIP2.gif]alt texture of gladiator helm#1[/url]
I got lucky fidling around with texture baking...that took all of 20mins to put together. all I actually did in PS was colour in the black eyeslits
[url=http://i25.photobucket.com/albums/c85/lego-botz/gladiatorhelm.gif]differnt gladiator helmet#2[/url]
in the comparision shot above, both are hollowed out like a real helmet would be. The previous version wasn't hollowed out all the way. I've spent a few hours now messing around with painting weights. I'll tell you the truth, forget unwrapping and modeling, rigging is by far the most confusing aspect so far. The more work I put into learning this stuff, modellers get more props. Much respect ect.
Now for the future I have a 3rd gladiator helmet based on that style planned, There is another closed gladiator helm I'd like to do but may not bother with just yet. And theres a open helm or two aswell. The armour, as I mentioned a breast plate. Then I'm modeling a trident. I'm sorry but there has to be a trident. I would like to do some mage armour or ice armour after that. I could model all day. I love it. Even unwrapping isn't that bad. however, rigging is doing me head in
I have done a fat load of visual research aswell as been busy in RL and the lab making models and learning about the mystic arts of rigging. there are little to no tutorials or documetaion about painting weights in max. Let alone specific data on what pieces of armour use what bones. Its all a case of opening up countless files, looking around nifs ect. Its ALOT harder and more time consuming than I thought it would be. lol, I just wanted to make some cool models.
/whinge
Lol, I think I had to blow some steam
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
Great work Ghogiel After you get the gladiator stuff out of your system, would you be interested in helping us to create some Hammerfell specific armors? Especially Yokudan peices that distinguish the traditional hammerfell culture. Lutemoth has established some very unique stylistic themes. I'm glad to see you're enthusiatic about modelling , but if you wish to add some more focus to your work, this is an area which greatly needs some meshing attention, and is one of our priorities.
So yokutan flavor is like a bit mongol/tibetan/ with a TES twist and a side order of persian rug?
I have a idea for an asianesque Gladiator helmet.
I may make a start on something in perticualr from the concept thread. Any sugestions or priorties for clothing/armour needed for Hammerfell? I expect lots of NPC stuff is needed more than armors, like everyday clothing ect.
I have a idea for an asianesque Gladiator helmet.
I may make a start on something in perticualr from the concept thread. Any sugestions or priorties for clothing/armour needed for Hammerfell? I expect lots of NPC stuff is needed more than armors, like everyday clothing ect.
We all love Lutemoth, but there are some other great concept artists too...Morden wrote:Great work Ghogiel After you get the gladiator stuff out of your system, would you be interested in helping us to create some Hammerfell specific armors? Especially Yokudan peices that distinguish the traditional hammerfell culture. Lutemoth has established some very unique stylistic themes. I'm glad to see you're enthusiatic about modelling , but if you wish to add some more focus to your work, this is an area which greatly needs some meshing attention, and is one of our priorities.
NEW MEMBERS: I'm not with TR anymore, so please stop PMing me. Just post your sample work in the showcase.
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- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA