Danneyo Posted August 31, 2016 Share Posted August 31, 2016 Hey! So, i'm currently trying to 3D model a set of Midwestern Brotherhood of Steel armor for a mod concept i'm currently working with. That being said, i've managed to successfully model clothing before using Blender's Shrinkwrap modified to make the clothing near the mesh itself. However, I can't really do something similar to that with Power Armor. Is there any good way or method to handle the unique way Power Armor is handled in the game while in the modeling process? Any opinions or thoughts generally related around this subject are good with me; as any help in any way is always appreciated. Also, please let me know if this should be in the Blender area instead. I guess the software doesn't particularly matter, although this is my software of choice. Link to comment Share on other sites More sharing options...
TummaSuklaa Posted August 31, 2016 Share Posted August 31, 2016 I'm thinking, you should start with the "feet" because I feel they have the least amount of complexity. PA is a blocky model, so you will be working with primitives a lot. Shoulders make me think, one big box and then cut into its shape, and move edges around to get the shape that I want. May even need cut a piece off to make a "top plate" of sorts. Use a vanilla PA feet as a reference, or even try to "copy" it a bit, to get an idea on how to tackle the rest of the armor. This is what I used to do when I was into 3D modeling. Link to comment Share on other sites More sharing options...
Deleted477949User Posted August 31, 2016 Share Posted August 31, 2016 Import vanilla power armour piecesUse the shrink wrap modifyer to create a basic shape around the pieces. This is your base mesh.Now retopo your base mesh adding in any details you want. This will create a shape roughly to scale with a vanilla piece that you can tweak with proportional editing after. Link to comment Share on other sites More sharing options...
Danneyo Posted August 31, 2016 Author Share Posted August 31, 2016 I'm thinking, you should start with the "feet" because I feel they have the least amount of complexity. PA is a blocky model, so you will be working with primitives a lot. Shoulders make me think, one big box and then cut into its shape, and move edges around to get the shape that I want. May even need cut a piece off to make a "top plate" of sorts. Use a vanilla PA feet as a reference, or even try to "copy" it a bit, to get an idea on how to tackle the rest of the armor. This is what I used to do when I was into 3D modeling. I think my primary issue is just wrapping my head around PA modeling. Like, It's weird to me to have to work within the confines presented by them, you know? Thanks for the tips with the details. The model itself shouldn't be too complicated; the main issue is just figuring out how it's all supposed to function with the PA frame so I can make it look the best I can in game. I tried to model it a bit earlier today, and I did start with the feet. I think it does help! Import vanilla power armour piecesUse the shrink wrap modifyer to create a basic shape around the pieces. This is your base mesh.Now retopo your base mesh adding in any details you want. This will create a shape roughly to scale with a vanilla piece that you can tweak with proportional editing after. Hmm, I think I have the .nif lying around here somewhere, although i'd like to model it from scratch if possible. Link to comment Share on other sites More sharing options...
Deleted477949User Posted August 31, 2016 Share Posted August 31, 2016 (edited) ok the power armour frame is going to be one giant problem to rig so do yourself a favour and skip moddeling that. There will be too many moving pieces to match up. It's not mpossible of course but it's a massive load of extra work. You are only using the vanilla mesh as reference. Eyeballing it and then shrink wrapping it isn't going to work with something like this. To begin.. import frame mesh. You need this for your reference Next bring in all vanilla armour pieces. Pictured here is just the torso. These will help you form your base mesh but that's it Using the retopo tools (shrink wrap and snapping) construct your own base mesh around the vanilla mesh. This will ensure you have all the right dimensions so that your final armour will match up for the purposes of animation. The below mesh is completely my own. Note how I've ignored all the details such as pipes and decorations. It is simply a base mesh. Copy your base mesh (keep a spare because you will mess up and or change your mind.) use the copy to build your armour design. Pictured below is the high poly torso for my own suit that I'm working on. I still need to make the in game low poly version but this is now totally my own work. It just has all the right mesurments because it was build around my base. Check your creation against the frame mesh. You may need to make a few tweaks but it should match up fine. This is the workflow I'm using. Hope it helps. Edited August 31, 2016 by Guest Link to comment Share on other sites More sharing options...
Danneyo Posted August 31, 2016 Author Share Posted August 31, 2016 ok the power armour frame is going to be one giant problem to rig so do yourself a favour and skip moddeling that. There will be too many moving pieces to match up. It's not mpossible of course but it's a massive load of extra work. You are only using the vanilla mesh as reference. Eyeballing it and then shrink wrapping it isn't going to work with something like this. To begin.. import frame mesh. You need this for your reference frame.jpeg Next bring in all vanilla armour pieces. Pictured here is just the torso. These will help you form your base mesh but that's it vanilla.jpeg Using the retopo tools (shrink wrap and snapping) construct your own base mesh around the vanilla mesh. This will ensure you have all the right dimensions so that your final armour will match up for the purposes of animation. The below mesh is completely my own. Note how I've ignored all the details such as pipes and decorations. It is simply a base mesh. base.jpeg Copy your base mesh (keep a spare because you will mess up and or change your mind.) use the copy to build your armour design. Pictured below is the high poly torso for my own suit that I'm working on. I still need to make the in game low poly version but this is now totally my own work. It just has all the right mesurments because it was build around my base.retopo.jpeg Check your creation against the frame mesh. You may need to make a few tweaks but it should match up fine.retopoandframe.jpeg This is the workflow I'm using. Hope it helps. Dude, seriously, that's super helpful. Thanks for putting the time and effort into showing me that. It'll prove invaluable. Link to comment Share on other sites More sharing options...
Deleted477949User Posted August 31, 2016 Share Posted August 31, 2016 no sweat bro took like 5 minutes. Always happy to help a fellow blender junkie. Link to comment Share on other sites More sharing options...
Danneyo Posted August 31, 2016 Author Share Posted August 31, 2016 Are there any animation things I need to worry about when modeling, or is that handled elsewhere? Link to comment Share on other sites More sharing options...
Deleted477949User Posted September 1, 2016 Share Posted September 1, 2016 The armour is rigged with a weight of 1 pretty much everywhere. so basically nothing deforms which is correct for giant mechanical suits so nothing to worry about there. However remember to separate your arms and legs into front and back parts for the entering and exit animations. Not sure your level of knowledge on rigging and animation so if that's not clear let me know. Link to comment Share on other sites More sharing options...
Danneyo Posted September 1, 2016 Author Share Posted September 1, 2016 My level of knowledge on rigging/animation is basically non-existent. :\ Link to comment Share on other sites More sharing options...
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