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Heavy Armor: Warhammer Chosen


cmkennedy

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Let me start by saying I realize that Warhammer Chosen-inspired armor (and other equipment) has been done before, but I have something specific in mind.

 

I know there are several members here who have played Warhammer Online and share my disappointment in the game itself for whatever reason. Perhaps many of you remember the

that was released back in 2005-2006, which was subsequently edited to include a battle between a Chaos Chosen and a Warrior Priest. This particular Chosen's set of armor is what I have in mind.

 

Click

to start right at the beginning of the fight to see the armor.

 

I've taken a variety of screenshots that should help in putting together the armor's design, but I unfortunately lack the skills (and software) to create it. I'm a web designer by trade and therefore have experience with Photoshop, but I assume 3D Studio Max is quite a different beast. So I'm putting it out to the mod community: Would anyone be interested in taking this on? I would provide any assistance necessary, even if that's "staying the hell out of the way."

 

If this is too much, then perhaps there are members here who have jumped right in to building armor meshes in 3DSM who could offer some pointers to a first-timer. I've wanted to play in this armor for years, but not even Warhammer Online itself gave me the opportunity - the armor in this cinematic was never implemented in the game and therefore couldn't be considered a "port" of already-existing game objects, which I know is totally frowned upon in the game modding community.

 

I will be uploading the screenshots and will post them here when they're done.

 

EDIT: Thumbnails of screenshots which will take you to Photobucket.

 

http://i1110.photobucket.com/albums/h450/kennedycm/Chosen%20Armor%20Project/th_chosen-armor-1.jpg

http://i1110.photobucket.com/albums/h450/kennedycm/Chosen%20Armor%20Project/th_chosen-armor-2.jpg

http://i1110.photobucket.com/albums/h450/kennedycm/Chosen%20Armor%20Project/th_chosen-armor-3.jpg

http://i1110.photobucket.com/albums/h450/kennedycm/Chosen%20Armor%20Project/th_chosen-armor-4.jpg

http://i1110.photobucket.com/albums/h450/kennedycm/Chosen%20Armor%20Project/th_chosen-armor-5.jpg

Edited by cmkennedy
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Well, I spent some work downtime today watching a BlenderUnderground quick tutorial (if you count 2.5 hours as "quick"), then proceeded to download the TESNexus Blender pack, installed it, created my base male body mesh, and now it's bedtime before really getting into it. I also downloaded nVidia's Photoshop plugin set (for the DDS compatibility).

 

The more I read about creating custom suits of armor, the more I start to think I'm getting in over my head, but I really want to make this work. Unfortunately I'm going out of town this weekend so I won't have any time to really put in some serious effort.

 

If anyone has any tips to share, or has any personal insight that may be relevant to this project, please feel free to chime in. I really hope this doesn't scare me off - it sure seems like a lot of fun!

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Armor is a very hard thing to make. It's in the middle of the 2 modelling classes, and it's time consuming.

I would not recommend to try to tackle an armor, before you can model pretty good. You need to be able to model it clean, and UV is clean.

This is also a very complex armor set. It's double layered, with tons of details.

I anything, start of very, VERY small. Don't tackle the helmet, perhaps just the hip plates, or the boots. If you try to do too much, you will fast get burnt out.

 

Now, for some more in-depth tips on how I would proceed to model this, as a few tips:

 

First I would grab a base mesh of a human. This would most likely be the Bethesda mesh, so I can get the proporsions right. I would then block out. Either by low poly blocking out roughly, or high poly modelling. Personally, I go high.

I would start by choosing an end, usually the upperbody or arm, and go the opposit direction. By the end, I would start detailing it.

Then comes the UVW Unwrapping, the baking and the texturing. Followed by some rigging and getting the shader to work right inside nifskope.

 

As you see, a quality models take time. If you look at my helm model on this page, you see it is barely anything special. It did, however, take me half a day to make. And I have been 3ding for well over a year.

 

Tl;DR:

Don't do too much, too fast, too early. It's going to hurt! Rome wasnt build in one day :)

 

I wish I could help you more, but I do not use blender.

 

Good luck!

 

Matth

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Armor is a very hard thing to make. It's in the middle of the 2 modelling classes, and it's time consuming.

I would not recommend to try to tackle an armor, before you can model pretty good. You need to be able to model it clean, and UV is clean.

This is also a very complex armor set. It's double layered, with tons of details.

I anything, start of very, VERY small. Don't tackle the helmet, perhaps just the hip plates, or the boots. If you try to do too much, you will fast get burnt out.

I'm mostly just trying my hand at it rather than attempting to create a final model. Just trying different techniques to build a mesh that looks like the helmet. I know this isn't something I'll put together in an afternoon, but rather over the course of many days as I develop my own modeling techniques and determine the best way to tackle a final, complete object.

 

Now, for some more in-depth tips on how I would proceed to model this, as a few tips:

 

First I would grab a base mesh of a human. This would most likely be the Bethesda mesh, so I can get the proporsions right. I would then block out. Either by low poly blocking out roughly, or high poly modelling. Personally, I go high.

I would start by choosing an end, usually the upperbody or arm, and go the opposit direction. By the end, I would start detailing it.

Then comes the UVW Unwrapping, the baking and the texturing. Followed by some rigging and getting the shader to work right inside nifskope.

I did follow the first few steps of this tutorial to build an Oblivion male mesh and have it saved. When I manage to become comfortable with constructing custom 3D objects I'll start examining these steps. Who knows how long that'll take!

 

As you see, a quality models take time. If you look at my helm model on this page, you see it is barely anything special. It did, however, take me half a day to make. And I have been 3ding for well over a year.

 

Tl;DR:

Don't do too much, too fast, too early. It's going to hurt! Rome wasnt build in one day :)

 

I wish I could help you more, but I do not use blender.

 

Good luck!

 

Matth

Your inputs are a big help. Thank you kindly for taking the time to respond! I was beginning to think I was totally on my own with this!

 

I feel like my total lack of skill means I shouldn't bother with starting a thread in Mod Talk announcing my intent to build this armor, but I notice some of those threads are months old and still not completed. I think the impending release of Skyrim is really taking the wind out of the Oblivion modding sails!

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Your first step, honestly, should be to get used to 3d. It is a new world! I kow it sounds funny, but it is. I can stare at an object when I walk down the street and think " Hm.. how would I model that..". I see simly geometric shapes, whereas other see big fancy objects.

Being able to see the simple shapes IRL is a big step, and being able to navigate with ease inside of a 3d software is a perk as well. You need both of these to be able to mode anything.

 

but rather over the course of many days as I develop my own modeling techniques and determine the best way to tackle a final, complete object.

If you are able to go from scratch, to making a set of armor, in a few days, I will bow down to you! :P

I currently am working on an amro set myself. Even though I got 2 years, give or take, 3d experience, I get lots of problems. Of course, this is because I never ever modelled armors in thoose 2 years.

 

 

 

When I manage to become comfortable with constructing custom 3D objects

Then I recommend you start slightly lower. Though, you should ask yourself: " Do I want to model hard surface models? Swords, guns, props ( small static items) and other hard-edged items? or do I want to create organic models? Humans, creatures, armors(?) statues, ornamented details, etc."

 

Armor goes under both. It is shaped organic, and can have organic design, but always got hard edges. Hence it is very tough!

If you want to go organic, I'd recommend you try to model a human. A base mesh. Create some easier armor on top of him/her and start working your way up.

If you choose hard surface, I'd recommend game props and/or medieval weaponry. A sword, a barrel, etc.

 

I don't mean to kil your motivation, but going for something like that: A armor set only proffesional and people who've been i 3d for years, would tacle, is a mouthfull at start.

 

I feel like my total lack of skill means I shouldn't bother with starting a thread in Mod Talk

Nonesense! Currently I feel I am the only modeller around here :P If I can help i any way, I will!

 

Remember to have fun with what you do!

 

Cheers,

Matth

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