With the latest three the total presented sums up to 58.
They can all be viewed in post #2 of my resources thread.
With the latest three the total presented sums up to 58.
They can all be viewed in post #2 of my resources thread.
Keep it up
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
Looks promising
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
I'd rather remove the shirt than the coiff or use a textile coiff if you want variety. I guess that these people would have bought the mailed coiff first (cheaper equipment compare to the shirt). Another option (depending on factions) could be an aventail but it depends on the period and factions concerned again.
Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader
hi paleologos
If you allow me the recommendation, I think it would add more saturation to the colors of the helmet and the neck fabric. I'm telling you because the fabric has a much more saturated tone, which makes your helmet stand out too much. If you want to leave that color, you can put the texture of a metal, create a new layer and fill it with that color, then change the fusion options and play with the opacity. You could also add some disgusting effect like cuts or shreds, so you would give a more realistic look and better combine with the mesh of the body
https://www.textures.com/browse/scratches/218
https://www.textures.com/download/metalbare0019/5362
Something like this, you can also look for textures with a bit of rust for the areas of the screws or darken them
https://upload.wikimedia.org/wikiped...CM_CA665-1.jpg
I also notice that the texture of the neck fabric is too big, Maybe you can fix it by adding more geometry to the fabric. Look that there is not much difference between the polygons, because if they are very different the texture will not work as you want
I hope not to seem fussy, I just want to help, if you have any questions, I can try to help you (Remember that I'm in poor English, just in case)
I take it you think the leather covered helmets would look better if the colored leather was less saturated, yes?
The rivet textures on the helmet flanges are only 2x2 pixels in dimensions.
It is not meaningful to tamper with them.
The metallic parts of the helmets will look like that in-game, or at least that is my intention.
Spoiler Alert, click show to read:
I don't know what you mean when you say the "texture of the neck fabric is too big".
I assume you are commenting on the texture of the mailed coif.
There is no more room in the 1024x1024 texture map, the positions and sizes of the several parts are finalized.
It will take me way too long to port the model to 2048x1024 texture map and the geometry of the lod0 is already too complex.
Don't worry about being fussy, comments and opinions are a good thing.
I'll take them into consideration.
Spoiler Alert, click show to read:
Yes, that's what I wanted to say
Spoiler Alert, click show to read:
I'm sorry, it's my fault, I was referring to the previous model, the one with a tube-shaped helmet and a leather cloth around his neck
I mean the size of the leather, it's very big down the chest, but it's fine on the neck. That's why I told you to add some loops or support cuts in the fabric so that the texture is better distributed. If it is well modeled, you should not have changes in the Uvs, since you are only adding some edges, you do not change their size.
If it's not clear now, I'll give you a visual example as soon as I can
nahun, I appreciate the time you take to post your comments and of course I appreciate your effort to be meaningfully critical and constructive.
I do take your comments into account and I hope you can appreciate the fact that the maker is always the first and ultimate judge of his work.
That being said, I also hope you find the saturation agreeable in the images below:
Spoiler Alert, click show to read:
I still need to fix some of the vertex weights, namely in the back of the coifs and the front rims of the gambeson sleeves and then add variety and their accessories.
But the new body model has shown that it is solid and that's the completion of the first big step in the process of making them.
I would also say that the glossiness of the helmets needs to be toned down a bit but now is the time for commenting on the saturation and the resolution of the textures.
I fully understand what you say. Do not worry, if we do not share opinion, nothing happens. It's your job, you're the one in charge
for the scale of the textures I have looked for some images
if you notice, unless you are very close it does not look good that it is leather
now I see the saturation much better. What you could do to improve the texture is to add dirt or stains
I think with those little details you would give much more realism
As always, if you have any questions, tell me