Dhegonus Posted May 10, 2013 Share Posted May 10, 2013 hey hey, planning on doing a dungeon to obtian this armour and make a weaker variant that is craftable, it is a standalone armour, as in, it won't replace any thing ingame :) http://img20.imageshack.us/img20/8844/tesv2013051010191858.jpg http://img94.imageshack.us/img94/7160/tesv2013051010193371.jpg Link to comment Share on other sites More sharing options...
Dhegonus Posted May 10, 2013 Author Share Posted May 10, 2013 working on the sword and bow too, still in early stages Link to comment Share on other sites More sharing options...
Dhegonus Posted May 12, 2013 Author Share Posted May 12, 2013 was dealing with some reality stuff (darn reality getting in the way!) getting back on track now though :) comments? suggestions? feel free to post :) Link to comment Share on other sites More sharing options...
PrimusXI Posted May 12, 2013 Share Posted May 12, 2013 Looks fantastic man, might start wearing nightingale set again because of this Link to comment Share on other sites More sharing options...
Dhegonus Posted May 12, 2013 Author Share Posted May 12, 2013 http://img69.imageshack.us/img69/8336/creationkit201305122319.jpg Link to comment Share on other sites More sharing options...
Dhegonus Posted May 13, 2013 Author Share Posted May 13, 2013 http://img811.imageshack.us/img811/7027/tesv2013051320472754.jpg http://img580.imageshack.us/img580/1430/tesv2013051320480051.jpg Link to comment Share on other sites More sharing options...
Twizzler77 Posted May 13, 2013 Share Posted May 13, 2013 (edited) Hey Dhegonus, This looks good! There are a couple of things that I would do to set the materials apart. What materials is the bow made of? To me, it looks like stone which would make for quite a heavy bow! - The contrast is very even across the asset. Although this could be lighting related, I would make the hex pattern or the metal parts darker/lighter than the other materials. Carry these changes into the specular map and/or environment mask also.- The wear and tear on the metal is very uniform and even. Combined with the hex pattern and low contrast, your eye is never drawn to any one detail. Wear and tear could be more appropriately placed. By taking away some details, the viewer's eye is drawn to details. If you have areas of low detail, the high detail areas will be more effective.- I would add a small indication of shadow between the metal material and the hex pattern material. I think there needs to be a stronger indication of a material change. Or, the normal map is not shouldering enough of the work and needs some editing to create a harder shadow. One thing that helps me when creating assets is to define the materials early on. I typically work on the specular texture first since that drives a lot of what defines a material (gloss value, brightness, etc.). The difference between a composite metal, plastic, rubber, rusted metal, wood, and an anodized metal can all be defined in the specular. Once your materials are reading well and accurately, the rest of the textures will fall into place fairly easily. Anyways, hope this helps. I think it's a great start and a focus on really defining and separating materials will really help sell this asset. Edit: Sleep deprivation > grammar. Edited May 13, 2013 by Twizzler77 Link to comment Share on other sites More sharing options...
Dhegonus Posted May 13, 2013 Author Share Posted May 13, 2013 an update as the blue trim was just well.. off http://img839.imageshack.us/img839/5598/creationkit201305132338.jpg Link to comment Share on other sites More sharing options...
Hearton Posted May 14, 2013 Share Posted May 14, 2013 Makes batman look inferior :biggrin: Link to comment Share on other sites More sharing options...
Dhegonus Posted May 14, 2013 Author Share Posted May 14, 2013 (edited) http://img843.imageshack.us/img843/5687/tesv2013051410234542.jpg http://img199.imageshack.us/img199/4079/tesv2013051410220390.jpg Edited May 14, 2013 by Dhegonus Link to comment Share on other sites More sharing options...
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