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[WIP] Cerberus Protect Gear: Armour


Baelkin

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* * * Note * * *

 

Work on this project is currently in a state of HOLD, and is not being worked upon by the author. Any modder interested in picking up the files for this mod and completing/modifying/using the content can do so here. Content is provided "as is" and the author does not take any responsibility for non-functional files nor does he guarantee support on their use.

 

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The topic title basically says it all - I've been working on a custom mesh to go with my Protect Gear Mask mod, and I've gotten to a point with the high poly model where I have something to show, that actually resembles my reference material quite accurately. I've still got a good deal of high detail sculpting to do which I plan on doing in MudBox or, if I can get my hands on it, Zbrush, meaning it's no-where near close to release so please don't ask. :)

 

The total polycount ticks in at 25.917 for all items visible on the renders, with some surfaces only having rudimentary smoothing through smoothing groups, which makes some surfaces loook a little wonky at present time - additionally the are still a few problems with the smooth around areas like the kneepads due to a bit of unlucky poly division which I hope to smooth out in a high poly sculpt program rather than tinker with it in Max. Anyway, here's the first of what will probably be a bunch of progression images, though I can't guarantee regular updates, as the coming days and weeks will be heavy "learning" intensive in terms of aquiring the skills needed to actually use the software for high poly sculpting.

 

Once I'm done sculpting, the plan is to use this model as a normal, and maybe specular, bake base for a low poly model which will be the one actually into the game... which I still need to make. Anyway, without further ado, here's the current batch of renders:

 

http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/Presentation-Shot.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/ThreeQuarterClose.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/Midsectionclose.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/midsectionbackclose.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/backsuperclose.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/backcloseHigh.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/backcloselow.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/gauntletclose.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/blastshieldclose.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/gauntletcloseinternal.jpg

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http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/bootsfrontclose.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/Item%20Renders/bootsthreequarterclose.jpg

 

 

If you want to check the renders against my reference material, I have uploaded the images I have used for reference to my Photobucket Album as posting them all here is quite redundant. :)

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I love the slightly more slim-line appearance of the model over that of the references.

 

Even without textures, it looks better.

 

I dare say the armour would rather suit European Commonwealth soldiers with the futuristic Germanic look, don't ya think? :P

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I love the slightly more slim-line appearance of the model over that of the references.

 

Myeah, it is slightly slimmer but it's partly due to differences in proportions between the model and the Fallout character mesh. Some areas like the upper chest plating could probably be bulked up to match the reference closer as well, but then the rest wouldn't fit as well together and would need bulking to match, which in turn might look odd due to the differences in proportions. :s

 

As for the program, the model is made with a standard 3dsMax 2008 installation without any plugins - I haven't had it through any fancy sculpting programs yet, which is what I plan on doing next.

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Just wondeirng if anyone has specific suggestions as to what I should try bulking up to get a more close fit to the reference material?

 

I've stared myself a bit blind on it, and even though I can see some of the divergencies, I'd stlll like some input - preferably if you could actually draw it in on either the renders or the reference in paint or photoshop and upload the image to an image hosting site, I'd much appreciate it. It's easier to get to a common understanding of what's off if we have the same reference point.

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Just wondeirng if anyone has specific suggestions as to what I should try bulking up to get a more close fit to the reference material?

 

I've stared myself a bit blind on it, and even though I can see some of the divergencies, I'd stlll like some input - preferably if you could actually draw it in on either the renders or the reference in paint or photoshop and upload the image to an image hosting site, I'd much appreciate it. It's easier to get to a common understanding of what's off if we have the same reference point.

 

bigger shoulder and chest :whistling:

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