Wednesday, August 14, 2013

Sentinel Armor Progress 2


Got most of the armor around the hips done. Now, it's just the big pieces: chest, arms, and legs.

A lot of the pieces are carbon copies of others. For example, the blue tassets are the same piece copied over and over. While there are quite a few pieces to this armor, the copies will make it a lot easier to texture. I might do sets instead of having all 6 of them use the same texture just because I don't want it to be repetitive. Also, since there's no unique bits across the mirror, I can unwrap half of the chest and not worry about seams like I did on BDA (not a big issue, but still).

Monday, August 12, 2013

Sentinel Armor Progress

As always, female body first because it's my character's gender (eliminates save swapping and summoning the character generation menu for the early stages). Sentinel Armor doesn't conform to the bosom, so I should be able to scale the armor to the male body instead of remaking it like I did for Blood Dragon Armor.

The gloves are almost identical to the Blood Dragon gloves. I took the base mesh, fiddled with exporting/importing their skin envelopes, and removed all but the hands. From there, I removed the knuckle guards and used the trace-spline-rotate method for creating the wrist guards. Massive Armors in Dragon Age: Origins are asymmetrical for the hands and pauldrons, so no quick mirroring for me. This is going to be interesting to unwrap later on.

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Since I haven't heard from the artist in a month and he isn't responding to me, I'm going to go ahead and post an image of the helmet I mentioned in my last post. Just note: Full credit to him for the initial sketch. I made the base model shown below.





The back of the head isn't complete yet. I'm trying to figure out what I want to do with it. There's this ongoing theme of protrusions that look like receptacles for tubes, but not all frames have them. Given how this particular one is close to Excalibur's, I think I'll draw from that. Then there's the organic wisps, swirls, bumps, and such that comprise Warframe's art style. I have no idea how I'm going to do that, but it should be informative in either case (I might actually try to use Mudbox for more than painting UV seams away!).

I have no idea how I'm going to unwrap this. Everything is currently using Max's default color selection. It is also MeshSmoothed a couple times.