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Forum Index - 3Dimensional - A Knight's Tale

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-Valkyrion
Member
Valkyrion

3 years ago
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?



-Altopais
Member
Altopais

3 years ago
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 grin.gif
The secret of creativity is knowing how to hide your sources.
-Albert Einstein

-Valkyrion
Member
Valkyrion

3 years ago
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?

-cdballew
Moderator
cdballew

3 years ago
Looking good. Is that cellular your using for a bump map? Drag a copy of your bump map to the specular level slot and play around with that a bit.

By the way is that a ES-35 in your avatar?
Chris

-Valkyrion
Member
Valkyrion

3 years ago
It's a noise map actually. And I'll try that.

The guitar is an Epiphone Dot, the copy of the ES-335 smile.gif

-Tyson
Senior Member
Tyson

3 years ago
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.


-cdballew
Moderator
cdballew

3 years ago
Have you used this site?
[Link to www.the-blueprints.com]
Chris

-Valkyrion
Member
Valkyrion

3 years ago
I have two questions now

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?

Hope you can help!

-cdballew
Moderator
cdballew

3 years ago
You could get a reference image from the site I linked above and apply it to a plane, then pose a male biped to fit it.
Chris

-johnbeyer
Member
johnbeyer

3 years ago
I have done a similiar project like you do now, for a dutch soccer club.

[Link to i193.photobucket.com]

Maybe you can get some reference out of it..

A male model? [Link to artist-3d.com] is great when it comes to all kinds of models.

Depending on what lightning technique you are planning to use on the chainmail, you could either alpha map it [ project ] , model, or bump map it out.

John smile.gif


-Valkyrion
Member
Valkyrion

3 years ago
I still can't seem to find a human model that'll do the job.
And I guess I'll do the chainmail as easy as possible, but what's the easiest way?

-johnbeyer
Member
johnbeyer

3 years ago
Bump map Is my guess

-Valkyrion
Member
Valkyrion

3 years ago
And how do I do that? Just model a plane, pick a color and assign a chainmail texture to the bumpmap slot?

-johnbeyer
Member
johnbeyer

3 years ago
You would need to model the chainmail though...alleen de vorm, niet alle randjes. dus zeg maar gewoon als armor..

-Tyson
Senior Member
Tyson

3 years ago
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.


-desade2009
Member
desade2009

3 years ago
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

-Valkyrion
Member
Valkyrion

3 years ago
Thanks for the replies, I'll try and see where I get.

-Valkyrion
Member
Valkyrion

3 years ago
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?

+VarnishedOtter
Admin
VarnishedOtter

3 years ago
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.

--Matt

+Steve Martin
Moderator
Steve Martin

3 years ago
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]

-Tyson
Senior Member
Tyson

3 years ago
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.

-desade2009
Member
desade2009

3 years ago
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 annoyed.gif
Cogito, Ergo Sum

-Tyson
Senior Member
Tyson

3 years ago
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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