Future Sci-fi Helm

Was looking through my desk one day and found this.


After a little work I ended up with this.


Not exactly what I want but it’ll do. Going to ask V.B.S. (voice box speaker) and an oxygen feed to mask so he can breath no matter where.

EDIT: Current progress


Looking good. If it for a game, then awesome, go right ahead and start texturing, I think the design is awesome.
If it is for rendering, then definitely increase the polys in the top of the head. Maybe even if it is for the game, I just think the round top is a little,well, square?!!

Looking really good. Keep going and make textures.

Oh, and good to see some real paper. So many people forget that to make a good image you have to plan it.

Working on oxygen feed and visor. Can anyone tell me how to turn a curve into a mesh? I need to mirror that curve.


Added voice box. And again, anyone know how to mirror a curve or turn it into a mesh?


Be in object mode and have your curve selected-then click the drop down menu: object-then go to convert :slight_smile:

Thanks much.

Tried playing around with adding glow to the voice box down at the bottom and I just added some glow to the “crown” to substitute for something that I’m going to have there later.


I like the last one, but add subsurf and set the shading to smooth.
You also might want to add some kind of a border to the crown thing,otherwise the guy inside will not be comfortable cuz of the constant blue light into the helmet.
You have it good on your drawing.

That texture was just a quick test with emit. I’m modeling in 2.49 and texturing/rendering in 2.55. Don’t ask. I’m still going to come back to the helmet and make it higher poly and all that jazz but first I want to fill in the rest of his body.


Added neck seal and pauldrans. Figure topolnoz or something like that from blendswap.

Looks good so far, yea you need subsurf and smoothing like DDD suggested. One thing I noticed is there is something up with the area around the crown thing. It doesn’t look like the left side and right side of it meet in the center. I’ve circled the parts in this image:


Also looks like I can almost see a seam running down the center of the helmet from the crown thing backwards over top of it…

Randy

thanks. Fixed those bugs.


Added rebreather system on back. Added cuirass too.


Little more at a time.


In light of the site back up, I did some more work. Completely deleted armor and that underlying mesh. I can’t decide to rig or texture first. My friend suggests rig.



reading 5530 polys

Finally got back to working on this. Did some UV unwrapping and came up with this.
[video]http://www.youtube.com/user/GraphixS6?feature=mhum[/video]
Any problems that somebody notices?

its a little hard to see with the checker pattern how ever i noticed on the arms, the back being more visible, there is a crease in there and some arias on the upper calf and arse. His hands look boxy and his feet look flat. Otherwise all in all its looking good.

Question. I’m about to start rigging. Anyway, this guy is going to have swords and I was wondering how I should handle that. He is going to have scabbards so I want the sword to follow the bone that the scabbards are on, but I also want to have them be able to be a child to the hand bone. How should I handle it. Like should I have them be seperate objects? Same?

Looking good! Can’t wait for the textured stage. All the best!

Thank you. Still no answer for the Scabbard Question?

I have been thinking about your scabbard question. Why not make the sword its own object. Than parernt the hands to the sword, so when the swords in the hands you can just move the swords and the hands shall fallow. Than it allows you to move the hands freely when the swords are sheethed. Than make the scabbard attached to the char object and so when he moves the scabbard can move with him, or a seperate object and just parrent that to the body.