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modeling an interesting helmet


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#1 modboy451

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Posted 21 November 2011 - 04:09 PM

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I am going to try and model this helmet... and i think i would start with a cylinder, fairly easy... but what about this one?

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where to start? cylinder? Sphere? and where do i go from there?

Edited by modboy451, 21 November 2011 - 04:10 PM.

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#2 Kwen

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Posted 21 November 2011 - 11:04 PM

It depends on how accurate you want it to be. If you're talking BFME level, then I would start with an already existing head model from a unit, one with no noticable features (protruding ears, nose, ect..) Maybe Gondor Soldier would be a good starting point. Then modify the shape of it extensively and cut in new edges where you can extrude polygons from to get the visor and crest shapes.

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#3 modboy451

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Posted 21 November 2011 - 11:11 PM

Alright, I'll Try that... And also, as far as skinning goes, what would be a good way for skinning the holes in the first and the metal in both?

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#4 Kwen

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Posted 21 November 2011 - 11:15 PM

For the holes, just put a black circle, and use a combination of burn/dodge around the edge where the metal and black meet, to get the effect you want.

As for the metal itself, it looks extremely smooth and shiny, so you're not going to want much texture, but you will want extreme highlights. Notice how the shiny areas are basically white?

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#5 modboy451

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Posted 22 November 2011 - 12:36 AM

I saw a shine effect tutorial online... is that applicable to this? And also what about the Gold in the first one, is that basically the same technique for making it smooth like that? then also i havn't had too moch luck with things like the bottom lip of that helmet where it seems to round out. any tips or pointers?

Edited by modboy451, 22 November 2011 - 12:38 AM.

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#6 modboy451

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Posted 22 November 2011 - 07:34 PM

oh and while your here... Posted Image

how would i go about creating the little bumbs that pop out of the armor like that...

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#7 Ridder Geel

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Posted 23 November 2011 - 08:54 AM

BFME2 Mod? Apply a normal map on the armor that has the bumps on it... I believe Nertea as has made an tutorial on that, check the3rdage.net ;)
Normal maps if applied in a specific way tend also to give a "shine" effect.

What I have discovered though, the only downside to using normal maps on units, or moving objects in general is that Secondary bone binding (most don't even use this, so that does not matter that much) does not work. Normal binding does, so there is no problem there :p

Edited by Ridder Geel, 23 November 2011 - 08:56 AM.

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#8 modboy451

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Posted 23 November 2011 - 04:02 PM

No, not a mod, though I may do a map... U see I'm writing a novel amd I am making my charries.

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#9 Ridder Geel

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Posted 23 November 2011 - 04:49 PM

Well then normal maps should do just fine :D If you do not know how to apply them, google it ;) Or follow nertea's tutorial... i believe he wrote one that you could use.
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#10 Nertea

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Posted 23 November 2011 - 05:47 PM

Mine won't work so well for non-BFME purposes. It's still easy, just a few different buttons to click.

What I have discovered though, the only downside to using normal maps on units, or moving objects in general is that Secondary bone binding (most don't even use this, so that does not matter that much) does not work. Normal binding does, so there is no problem there :p

Yeah, and you can't use alphas either. EA really did all they could to limit them to buildings :p.

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#11 modboy451

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Posted 23 November 2011 - 07:31 PM

by maps you mean Bump maps? or... something else?

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#12 Ridder Geel

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Posted 23 November 2011 - 10:59 PM

Bump maps might work as well, though I am not certain they would make it as shiny, which is kind of what normal maps do.
Google a tutorial on creating normal maps and applying them in 3ds max, unless you are not using 3ds max?

@nertea, Isn't there an alpha checkbox? (although if u mean the "partial transparancy" you may be right, i do believe i noticed that not working correctly) ...EA is mean :sad2:

Edited by Ridder Geel, 23 November 2011 - 11:00 PM.

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#13 modboy451

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Posted 23 November 2011 - 11:52 PM

I use RenX :p not 3dsMax

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#14 Ridder Geel

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Posted 24 November 2011 - 12:17 AM

Oh not sure there is a normal map thing you can do in renx...
Nertea might know, but as far as i know it doesnt work.
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#15 modboy451

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Posted 24 November 2011 - 01:03 AM

Alrighty.... I have never worked with maps let Aline heard of them... So I don't know what they do and everything... :p

John 3:16 (NIV)
For God so loved the world that he gave his one and only Son, that whoever believes in him shall not perish but have eternal life.


Psalm 23:1 (ESV)
A Psalm of David.
The LORD is my shepherd; I shall not want.


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#16 Nertea

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Posted 25 November 2011 - 06:40 PM

No, no way to do "proper" normal maps in RenX. Honestly though, you shouldn't need to. Just draw it into the texture. Bump/normals for that is overkill, considering that you should be using like 10 pixels AT MOST for each box.

@nertea, Isn't there an alpha checkbox? (although if u mean the "partial transparancy" you may be right, i do believe i noticed that not working correctly) ...EA is mean :sad2:

Yeah you can tick Test, but that also causes problems when used in large numbers. I tried once with a normal mapped unit in a 10 person horde - ticking test creates a lot of artifacts. Side effect of writing programmable shaders into a engine that was never designed to work with them, I guess.

Bump maps might work as well, though I am not certain they would make it as shiny, which is kind of what normal maps do.

Not... really. They do the same thing as bump maps. The difference is that if a shader is written to handle normals, it'll certainly handle specular highlights. The order of GPU tech level/system requirements goes something like bump maps -> spec maps ->normal maps. That's why the shaders for normal mapped modes have a specular color tickbox.

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If you increase the brightness of the Specular Color box, you'll get shinier bits.

Edited by Nertea, 25 November 2011 - 06:41 PM.

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