After modeling a few weapons, I started a new project, but in the same age.
I'm going to try to model a Knight's armour.
So far I have the helm. Any crits and tips how t do the rest?
for body armor i would recommend that you try to model it using a human body for a refrence.
so far looks good, looking forward on seeing the whole thing
The secret of creativity is knowing how to hide your sources.
-Albert Einstein
The problem is, I really don't have any clue how to start.
What modeling-technique should I use? Reference or by heart?
Where to start? Do you have any ideas?
Looking good, Like altopais said getting some human reference to model the armour is essential.
You could even grab a generic human model from the internet to have in the scene and model against it.
1) Does anyone know where to find a good male model (free)?
2) I'm thinking of making it a Templar Knight. They wear chainmail with a tabard.
How should I do the Chainmail? Plane-model it and then texture, or should I actually model chainmail?
probably the easiest way is just with a texture map in both the diffuse and bump slots.
Model the form of the chain mail and use uvw map modifier or unwrap uvw to get the mapping right.
If you want actual chainmail geometry you could experiment by scattering a single link onto the modelled surface. make a single link and a surface to scatter to. pick the link and go to compound objects>scatter>then pick distribution object. then mess with all the scatter options.
i dont think just bump and diffuse will do though.... make it gleam, maybe a specular map as well, and you could always try an opacity map to get the holes in the chainmail....it seems like a tough task, but i bet it'll make a difference if you're looking for a close-up...
or scatter it like tyson said, i think that's your best bet instead of mucking about with all sorts of maps....
Cogito, Ergo Sum
The scatter thing isn't quite working out. Once I turn the 'copies' up to around 500, my pc can't cope anymore,
and 500 isn't near the number of rings I'd need. Any other ideas how to approach this?
You can try switching Proxy mode on and turning down the display ratio. That way it will only show a few in your viewport but render them all.Please support us and post a [Link to www.digitalartsfront.com] on your website.
If you can't lower the detail on the individual rings, I'd suggest you take desade's advice and use a combination of maps. An opacity map will be particularly important in this case.[Link to www.3dprevis.com]
how high res are your links? you should be able to do more than 500 if you make them 3 sided with 6 or so corners. plus you will want to use the display options to only show say 10% of the total rings.
oh and on that topic (memory-usage), is it easier on the system if something's a primitive (with all its parameters intact) or if it's converted to a mesh/poly? cos i encountered severe memory issues, which led to those black buckets in mental ray, and i had to sit and convert each of the hundreds of objects to editable mesh, and that solved the problem.... although later i discovered there's a max utility just for that, which would've saved me a day
Cogito, Ergo Sum
I've never really tested that but I have noticed that editable mesh is very slightly less burden than editable polygon meshes. Making everything you can instanced rather than copied can help.
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so far looks good, looking forward on seeing the whole thing
The secret of creativity is knowing how to hide your sources.
-Albert Einstein