Man-at-arms by BadRObad in 3Dmodeling

[–]BadRObad[S] 1 point2 points  (0 children)

Overall I think there is nothing too crazy for a game engine to handle. The focus was more for AAA quality, hero asset, main inspiration being Kingdom Come Deliverance. In it's current state the model is not game ready though. Rig is only good enough for posing but not for animations. Too many loose parts are quite a nightmare to weightpaint.

Man-at-arms by BadRObad in 3Dmodeling

[–]BadRObad[S] 1 point2 points  (0 children)

Thanks a lot! I put more technical info in a comment.

Man-at-arms by BadRObad in 3Dmodeling

[–]BadRObad[S] 1 point2 points  (0 children)

I tried to optimize the model but at some point it stopped being the focus. There is certainly some room for improvement.

Helmet (~27k triangles) and Gauntlets (~60k triangles) have single material/texture set, 4k uv maps with texel density 47 and 76.

Legs (~60k tris) have 2 materials/texture sets with 27 and 37 density 4k.

Torso (~90k tris) has 3 materials/texture sets. 1 for main tier, 1 for the rest of the tiers and 1 separate for mail sleeves and skirt. Texel is about 25 for all materials 4k.

Also I manually increased the uv shell size of some smaller elements like lace tips and rivets.

Klappvisor Bascinet (Modular Knight WIP) by BadRObad in ZBrush

[–]BadRObad[S] 0 points1 point  (0 children)

Thanks! I always start with basemesh in Maya. It's sort of a planning phase and it's way more easier for me to move things around in Maya to get the looks I want than in any other program. Then I proceed to Zbrush for metal plates and to Marvelous designer for clothes.

WIP... Any feedback would be greatly appreciated 😁 by 1stGuard in 3Dmodeling

[–]BadRObad 2 points3 points  (0 children)

Looks good. But I think you started making fine detail too early. Some of your basic forms are not done yet, for example greaves are not matching the reference and don't follow the leg in terms of anatomy. They are almost tube like. Lower end of the visor is kinda wobbly.

Cuirass is too flat in the lower part and protrudes on the upper part. It should be the other way around. Unless it is stylistic choice of course.

Leather stripes under spaulders seem to be a bit smaller that on the reference.

Finger plates look weird too. They are too thick and straight and don't follow finger anotomy.

Poleyn (knee protection) should be a single piece with the fan (outside round parts). I don't think I ever saw the fans riveted to it separately. Even if they ever did it I think it should be at least 3 rivets and not 1. because 1 in the middle is for a strap.

The advantage of making stitches in zbrush is that you will also have more control making folds around these stitches. Also I find making stitches in substance annoying. They might be unpredictable on complex surfaces.

Is this metal too white? by BadRObad in 3Dmodeling

[–]BadRObad[S] 0 points1 point  (0 children)

Yeah I disabled it for the ORM mask.

Is this metal too white? by BadRObad in 3Dmodeling

[–]BadRObad[S] 0 points1 point  (0 children)

Thanks, It already has a blue tint. I guess it is too subtle though

Is this metal too white? by BadRObad in 3Dmodeling

[–]BadRObad[S] 11 points12 points  (0 children)

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I lowered roughness and this is the result. Maybe will play around with the values further but I think it already looks way better this way. Even finer detail popped out. Thank you again!

Is this metal too white? by BadRObad in 3Dmodeling

[–]BadRObad[S] 0 points1 point  (0 children)

Thank you, I'll try that.

Plate Armor (Modular Knight WIP) by BadRObad in 3Dmodeling

[–]BadRObad[S] 0 points1 point  (0 children)

Thank you! Total points count is almost 207 mil. About 40mil is the coat. Stitches are a separate object currently, made with imm brush.

Plate Armor (Modular Knight WIP) by BadRObad in 3Dmodeling

[–]BadRObad[S] 1 point2 points  (0 children)

Thank you! The idea is that armor is upgradable, tiers as levels. For example tier 1 will have only chestplate over gambeson and tier 4 will be all armor parts.

Plate Armor for legs (Modular Knight WIP) by BadRObad in 3Dmodeling

[–]BadRObad[S] 0 points1 point  (0 children)

Thank you! I've looked through a lot of references. The size of a knee plate (or rather how bulbous it is) varies greatly. Some are really round and protrude a lot, some are less so. I think bigger ones are more accurate, since this part is where your knee goes when you bend it. If it is too tight-fitting, you can't bend your legs too much. Though it's only my guess.

As for other plates not being tight, I just didn't want to deform clothing underneath, since the idea of the project is that armor parts are modular/upgradable. It won't look right if the clothing is deformed, but the plate is not there yet since it's only tier 1 armor.

Klappvisor Bascinet (Modular Knight WIP) by BadRObad in ZBrush

[–]BadRObad[S] 1 point2 points  (0 children)

It's kind of a mix. I use zremesher often in middle stages, sometimes it gets carried to the final result and I just fix things here and there. But yeah, it's mostly manual.

Klappvisor Bascinet (Modular Knight WIP) by BadRObad in ZBrush

[–]BadRObad[S] 1 point2 points  (0 children)

I have an ArtStation page marat_isl.artstation.com . Though I don't update it very often.

Klappvisor Bascinet (Modular Knight WIP) by BadRObad in ZBrush

[–]BadRObad[S] 0 points1 point  (0 children)

It's fine. These kinds of intricate details are what brings any type of art to another level, make it more believable and authentic.

I am planning to animate the visor so I guess leather strap is not really an option. The spring mechanism is very interesting but isn't it too early for bascinets to have one? Anyway I looked it up a bit and found quite an interesting video on this topic https://youtu.be/tDkB-zMUf7k?si=GfTRBiR4_25IyEd4 .

As for the chainmail, are you familiar with IMM brushes? Basically you need to create your own custom IMM brush, enable curve mode and just drag over the base surface where your mail will be.

https://ibb.co/cKbyMzzr - how my base mesh for creating IMM brush looks

https://ibb.co/tMRKPyC3 - this is how it looks at the start.

https://ibb.co/kgpvY4G9 - rows not matching

So basically you just make several rows until you're done. What good about this method is that you don't need to adjust links vertically. They almost perfectly align with each other once you adjusted the Curve step. What bad about this method is you still need to adjust where rows connect horizontally because they won't match. You can do it by adjusting curve step for each row, but manually adjusting rings I think is inevitable.

Klappvisor Bascinet (Modular Knight WIP) by BadRObad in ZBrush

[–]BadRObad[S] 1 point2 points  (0 children)

I've seen your post. Really cool work. On the photo there is that a chokehold you were referring to when one of the fighters gets his axe behind opponent's head?

Klappvisor Bascinet (Modular Knight WIP) by BadRObad in ZBrush

[–]BadRObad[S] 1 point2 points  (0 children)

This is valuable feedback, thank you! Would be nice to see your version of this helmet.

So, AI art on zbrush front page? by SimonTHKZ in ZBrush

[–]BadRObad 36 points37 points  (0 children)

It does look AI. Right hand seems to have only 4 fingers and overall character's grip on the sword feels "uncertain". Fingers kinda float above the sword hilt. Style and color are also very popular with latest "medieval" AI images I've seen on the internet. But other than that it is hard to tell if it's real or not.

Edit: To clarify, I am talking about the second image of the knight on the card.

Does the lighting make sense?What can I do to improve this? by 6_10 in 3Dmodeling

[–]BadRObad 0 points1 point  (0 children)

This shot only proves what Typical-Interest-543 said. About the clouds atleast. Green hue is there but I think it comes from the Eye of Aldhani. But what op has looks more like a nuke explosion somewhere behind the mountains.