Minor update on the man-at-arms outfit!
Minor update on the man-at-arms outfit!
These look awesome, nice idea too. Maybe to push it more alien you could mix up the materials they might’ve had available to them on their planet? Or perhaps they crafted metal slightly differently (like Damascus steel) - or they didn’t have any standard means of making fabrics like wool and cotton so they used something else? But they still retained the classic medieval shapes and colours? I think it could help add an extra layer of depth to your design, give it a shot
Yes! That thought has crossed my mind, and it’s one of the topics I’d hoped to discuss with with a former teacher who’s very much into materials and stuff.
I do currently feel that the entire thing feels a bit too “earthy”, so to speak. But I cannot quite figure out how to change the seams and plate connections to become more alien. I hope to find a solution as I gradually build up my own knowledge of how the historical stuff actually works, before I get creative.
Or maybe the whole thing pops as I swap the gambeson’s material into some alien hide.
I appreciate your feedback, and I’m working on it!
After a swedish fika / coffeebreak with my friend, I was once more reminded of how un-alien-like my design is. This, combined with a general notion of feeling stuck, I decided to step away from the “man-at-arms” design, and play a bit with the Knight’s design.
I feel like I’ve gotten a decent grasp at how the various plate parts connect, and even if I decide to completely abandon my former design, it doesn’t at all feel like I’ve wasted time. On the contrary, I feel fairly liberated in designing my current model, since I don’t struggle with articulations as much, and can therefore focus on the rhythmic part of sculpting and designing!
Hey Joakim, thanks for letting me know your plan for how this guy gets energy. I looked a little into Protoss and think its a cool idea.
Also I really am digging this new design for the armor, it feels very alien yet still Knight like.
I think just make sure that the plating of the armor don’t limit his range of movement. Right now it looks like the breast plate would collide with each other of his chest when the creature puts his arms forward in front of himself. I think giving it a banded form like that of a centipede body would solve that problem though.
Also I think it would be cool to emphasis the idea of getting energy from the sunlight and moisture of their skin. Right now the armor seems to cover up a lot of the body, so maybe adding holes or areas for light to get in or be exaggerated would sell the idea of them needing lots of energy.
Really liking this character idea, keep up the good work
Cheerios Martin, I replied to your feedback at the discord-server. I appreciate it alot!
Been continuing with the design, and added a scabbard, which should be accompanied by a rondell-dagger. I’ve been struggling a bit with moving forward since I don’t want to start adding detail until I’m happy with the general direction. But I am fairly happy with where I’ve ended up now. So It may be time to clean everything up and proceed with making the connecting hinges, and various rim-details.
Keep at it Solmeyer!
Been working a bit with detailing patterns the past two days. I was inspired by the elaborate etching on some historical armor pieces, and created a fairly simple IMM brush, with two patterns that I would alternate between. I like them because in my eyes at least, they give a fairly detailed impression, while not being terribly noisy or drawing attention. I’ll probably fill out some of the blank areas with a bit of custom etching later on.
Now It’s time to work on the gloves and the feet-lames and bring them up to par with the rest of the body!
Throughout the day I decided to create a clean-basemesh for the Pauldrons in Maya. I was previously working with Sliced Meshes with shitty topo, and in the end all the work-arounds were simply not worth the effort.
I’ve also sculpted a base design for the gloves. which I’m happy with, except for the fairly blobby knuckles. Furthermore, I noticed that the armor in general was a bit too loose fitting, which made him feel a bit cartoony. I tightened the armor and suddenly he felt a bit more realistic. Lastly I stretched out his legs, In order to push the proportions since he felt a bit short once he had the fairly broad armor on.
Now I’ve worked out the legs, and tightened up the gloves. The proportions felt a bit funny, and upon inspecting how well tailored the suit was, it became evident that he had a lot of wiggle room in the gloves.
The legs are not necessarily meant to draw a lot of focus, which is why I left them pretty basic. Also gives a place to rest, and I believe they’ll fit in better with the character once the outer-wordly plate materials are put in place. I’d love to catch some feedback on them though. If they feel way too basic, I can perhaps add a little flare, but when I tried a pattern design similar to the vambrace on the greaves, it simply looked strange.
Now it’s time to clean up the helmet, redo parts of the sword belt, add a sheath for a dagger and work on the primary weapon!
Woo!! The armor is excellent and the model as well. I can’t wait to see the finish, but im loving more the progress. Its like watching a movie to me.
I appreciate the kind words Whym!
The HP helm is more or less done, and I’m currently working on the primary weapon. You’ll all get another update once I have the weapon(s) in in a more presentante state!
The helmet just needed a bit of clean-up, and was worked through fairly quickly. Probably just a few hours. Still has a few open surfaces, but I’m considering filling them with some knightly masking patterns.
The sword is more or less a space Montante / Spadone / Bidenhänder. The way I find myself working these things out is by firstly modeling a few iterations of the historcal items. Then I’ll browse pinterest and google for sci-fi designs. Once I find something I like, I’ll try and incorporate it into the historical model, and jump around, exploring shapes.
So now I’m fairly happy with the sci-fi-ness of the sword. It’s got a little of magnetism / metal manipulation, and laser / energy stuff attached to it. Now It’s just time to refine sharpness, and take it from clean blobs into something more interesting.
I suppose the final thing is to fix the swordbelt for his katzbalger, and space-rondell-dagger.
A part of me also considers giving him a poleaxe, since that’s more of a knight’s weapon than a greatsword is, but we’ll see. I’m pretty fond of the big sword.
Maybe it’s time to remind everyone that I’m still alive…
It’s a bit silent from my part primarily because I’m busy researching stuff for my materials, and learning how to properly set up various materials in UE4.
There was also some concepting done for his hair / head tendrils, but in the end I decided to keep him bald and throw a cowl ontop of it. I felt that if I went for braided hair, I was going dangerously close into Protoss territory, and with partially slimy, and partially translucent tendrils for hair I knew that was going to require more headaches in the shader creation, in addition to having to resculpt the head in order to connect them.
I’ve also been creating some etchings, and capes. The image(s) are a bit low in quality, but that’s because the scene is currently at 90mil polygons, and my comp runs out of memory and decides not to collaborate if I try and BPR the scene.
Wow that detail work is pretty amazing!
Thank you! Chech out Daniel Hopfer if you want to find the guy whose work I borrowed for my alphas. He’s been dead for about 500 years so I hope he won’t sue.
Yo peeps. It’s finally time to begin texturing my alien knight, and I was hoping to collect some general feedback. So far I’ve only used the “Shiny brushed steel”, and “Brass” presets in Quixel. Followed by some oil in the cavities. So if you have suggestions for an entirely different metal process, I’d love to hear it!
The entire model currently sits at just below 14k tris.
The Leather is also default, with a base color and a lighter/desaturated color masked to the edges.
The blue wavy stuff and the crystals will primarily be worked and lit in UE4. I intend to play around with some water/liquid materials and emissive light. So those can be disregarded for now.
The gloves will need to be fixed a little, since their AO seems to have gone awry. (1 bright spot, with the rest being too dark).
Lastly the hood doesn’t seem to be workable at all. So I’ll have to figure out why. Its UVs are imported, but no texture sticks to it.
I’ll also attach my primary armor for colour reference. It’s from Henry VIIII, and any pointers to receiving the same deep blue in a PBR-correct fashion in UE4 would be great!
Hopefully the final update from the texuring phase.
After some overall tweaks on my workflow and material selections, I hooked up with my good friend whose brainbank of knowledge regarding materials and metals exceed mine. My old metals didn’t really make sense color-wise, so we switched it up and mimicked the colour of 650F heat tempered metals. The sort of green / tealish was picked because it was most alike my previous references.
I also worked on the leathers, and the ornamental designs on the armor. Rather than having the top of the decorations be more rough/less shiny, I reversed it, in order to mimic the oxidation which would occur by pouring acid / etching into metal.
The ornamental parts also received a whiter/ more neutral metal. In order to break up the greeness, and to emphaise the black oxidation, thus creating more contrast.
I’ll probably swap the golds to brass, since they are a sturdier metal and thus make more sense on armor. Following this I’ll work on the water material shaders that will replace the blue materials in the image.
Soon we’re done!
I feel like I’m reaching an end point here.
The renders are real time in ue4. Those who have followed along knows most of what I have to say about the project and the process. Any feedback is appreciated.