DvO's Better Armor

Post » Sat Feb 27, 2010 7:03 am

The Old
Unfortunately (to a point), I lost all of my old work (including anything else I posted here) during a hard disk reformat, as out of all the things I backed up, this project was the one I overlooked because of its obscure folder location...

You can view the old screenshots here:
http://uploader.polorix.net//files/874/Screenshots/dreugh%20helm%20render.png
http://uploader.polorix.net//files/874/Screenshots/dreugh%20helm%20front-side.png
http://uploader.polorix.net//files/874/Screenshots/land_dreugh_helm_finished.jpg
http://uploader.polorix.net//files/874/Screenshots/dreugh_cuirass_textured.jpg
http://uploader.polorix.net//files/874/ScreenShot%2013.jpg
http://img366.imageshack.us/img366/5083/chitinprogresscx9.jpg

You can find the old thread here:
http://www.gamesas.com/bgsforums/index.php?showtopic=849484&hl=

The Plan
I've come to the conclusion that trying to do any big project alone is just dumb, no matter how cool it would look on my record. This project will never get finished unless I employ the help of others. Therefore, I'm going to do the modeling and have others do the texturing. Last time around, some very talented people offered me help, and I'm going to PM those people to see whether they're still interested. If not, I'm open to help. However, as hard as it is for me to say no to people, not just anyone will be accepted. In the case of team member recruiting, work samples will be asked for, and those who qualify will be notified. I feel that that way, there's a lot less hard feelings to go around than if I just said "no" left and right.

As said before, it's hard for me to say no to people, so last time I ended up volunteering on a couple other projects for no real reason, and promising female versions of armor, and I just piled up even more delays and disappointments. I especially feel sorry about the Gondorian Armor mod, even though the original request was just for helmet (I think), which I did finish and put out there. This time, I will be solely devoted to this project, and the initial scope of this project.

The Scope
Step 1: Recreate all regular armor sets.
Netch Leather
Chitin
Bonemold
Indoril
Glass
Dwarven
Iron Plate
Imperial Guard Heavy Armor
Templar Heavy Armor
Orcish Medium Armor

Step 2: I'm not even gonna plan that far for now, cause I just remembered how big step 1 was when I typed it out there.

The Progress
As of December 5, 2009, the Dwemer meshes are finished except for the waraxe, crossbow, warhammer, and special items.
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Angus Poole
 
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Post » Sat Feb 27, 2010 4:56 am

I'd say iron plate and dwarven, since to me those were the two ugliest heavy armors. Just because they aren't as useful as steel or glass doesn't mean they have to look awful and clunky.

Second I'd say glass, because even though I think the original design is gorgeous as is, it's always interesting to see other takes on classic armor.
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Philip Lyon
 
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Post » Sat Feb 27, 2010 12:19 am

Thanks for the input.

though I think the original design is gorgeous as is, it's always interesting to see other takes on classic armor.

I agree (about the awesome designs). I'm not actually going to change the designs, just make higher-definition versions of the originals.
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Rob
 
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Post » Fri Feb 26, 2010 6:45 pm

Only a little question. Which 3d software are you using? Because with zbrush we can add hundreds of volumetric details in a minute. I will try to use it with this kind of things. I cant help with textures because i am a bit occupied this days but i had a few armours retextured. Perhaps this can be on help.
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Adrian Powers
 
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Post » Fri Feb 26, 2010 10:10 pm

Hey, I was wondering what happened to this project! Great to see it is still going. :)

You'll be doing things in the same style as the vanilla models, correct? The reason I don't use the Hedgehog12 armor replacers are that they deviate too much from the vanilla styles, and they have bump-mapping *shudders*

My texture skills are... well, I'm not a pro at photoshop. However, if the texture isn't complicated, I could probably do it. Anything intricate and detailed is beyond my current abilities.

I look forward to seeing what new meshes you create. There are some things that bug me about vanilla armor, and some pieces that don't. The worst offenders, in my opinion, are most of the closed helms. But, do what you want, let your creativity guide you. Mod because you want to, and because it is fun - don't let yourself get burnt out.
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Emma Copeland
 
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Post » Fri Feb 26, 2010 7:24 pm

Only a little question. Which 3d software are you using? Because with zbrush we can add hundreds of volumetric details in a minute. I will try to use it with this kind of things. I cant help with textures because i am a bit occupied this days but i had a few armours retextured. Perhaps this can be on help.


Yes Zbrush is cooool
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Alex [AK]
 
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Post » Fri Feb 26, 2010 8:23 pm

Alaisiagae:
You'll be doing things in the same style as the vanilla models, correct?

Correct-o-mundo.

Mod because you want to, and because it is fun - don't let yourself get burnt out.

I'll try not to. ^_^ I could also release the armor set-by-set (or in groups of three or something) instead of trying to finish it all at once. I'd make the smaller mods easily removable for when the finished project would be available.

Connary: Thanks for replying! I'm using Blender, which is compatible with most file types and such. I don't plan on using real-time normal-maps or anything that would require a mod to use, but if you would want to sculpt details in Zbrush and make normal-maps, I could "bake" the details to the color textures in one way or another. And if Zbrush can't make normal maps (my friend has it and we collaborate all the time, but I can never remember what it can or can't do), I could even use the hi-res .obj files in the same way. Whatever it is that you can contribute, I'm sure Blender can make use of it. ;)
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MatthewJontully
 
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Post » Sat Feb 27, 2010 2:41 am

I didn't even see this thread before... but this looks great so far! I'm no texturer, but maybe add some bump mapping or something to the textures or make them a little higher res...

If there is going to be a land dreugh helm... is there going to be an edit of the current land dreugh model... I can't seem to remember which mod added it. Creatures? Morrowind Advanced? or something...
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Brιonα Renae
 
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Post » Sat Feb 27, 2010 7:31 am

Good to see you again, DvO. Thought we lost you.
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Lewis Morel
 
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Post » Fri Feb 26, 2010 7:45 pm

I didn't even see this thread before... but this looks great so far! I'm no texturer, but maybe add some bump mapping or something to the textures or make them a little higher res...

To my eye, bump-mapping usually looks... blearg. :yuck: A detailed 2d texture is enough to fool my eyes into thinking it has some 3d qualities. I'd prefer if there were no bumping, but it is ultimately up to the modder to decide what he or she wants her creation to look like. I'll just have to figure out how to remove it if I want to play with it in my game. :P
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Katey Meyer
 
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Post » Sat Feb 27, 2010 10:41 am

Just so you guys know I'm gettin' to work: http://uploader.polorix.net//files/874/Blenddowind/dwemer1.jpg

After this, I'll try to restrict posts to when I've completed an entire piece or more. ;)
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Lifee Mccaslin
 
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Post » Sat Feb 27, 2010 3:49 am

Looks fantastic!
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Rob Smith
 
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Post » Sat Feb 27, 2010 1:46 am

http://uploader.polorix.net//files/874/Blenddowind/dwemer3.jpg is done (not unwrapped yet, but modeled), and there's some progress on the cuirass.

That's all until tonight, I think. My fingers are starting to hurt from pressing hotkeys. XD

Edit: whoops, some bolts are still missing on the top, but that's a small fix.
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u gone see
 
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Post » Sat Feb 27, 2010 6:02 am

http://uploader.polorix.net//files/874/Blenddowind/dwemer3.jpg is done (not unwrapped yet, but modeled), and there's some progress on the cuirass.

That's all until tonight, I think. My fingers are starting to hurt from pressing hotkeys. XD

Edit: whoops, some bolts are still missing on the top, but that's a small fix.

:drool: Oh man, oh man! I am looking forward to this! That helm looks wonderful, Daedra von OpenSource (Can I call you DOV for short?).
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Kahli St Dennis
 
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Post » Sat Feb 27, 2010 9:55 am

Hey DvO! Good to see back and at this project!!!

welcome back, and oh your stuff looks great as usual :D

=MA=
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lilmissparty
 
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Post » Fri Feb 26, 2010 10:14 pm

Wow, the helm looks great. I can't imagine what a complete armour redo would look like, especially once people start retexturing it.
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Tyrone Haywood
 
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Post » Fri Feb 26, 2010 9:38 pm

This is just such a creative idea! I can't get over it! Keep us posted please!

-Melchior
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Ashley Campos
 
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Post » Sat Feb 27, 2010 9:37 am

This mod is awesome, truly amazing! I think this mod deserves more attention, the people need to know!!!

I can't wait to see your work in game!
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Nikki Hype
 
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Post » Sat Feb 27, 2010 10:45 am

Alaisiagae: Yeah, I just sign everything as DvO. ;)

Thanks guys/gals. :)

Status update:

I have about half of the Dwemer cuirass done, and I'm working on the bracer. I got stumped on the bracer yesterday, but I've just now thought of a way to model it that not only has the same shape but even makes sense! (take a look at the original and you'll know what I mean) :P
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Rude_Bitch_420
 
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Post » Sat Feb 27, 2010 2:36 am

This is sooooo awesome...... (As is your name)

You know, this makes me want to learn how to use blender.... The UI did my head in.
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carla
 
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Post » Fri Feb 26, 2010 7:04 pm

Haha, it's actually a really easy, streamlined interface. It just takes some getting used to, since there isn't another one like it. ;)
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stephanie eastwood
 
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Post » Sat Feb 27, 2010 6:22 am

Really looking forward to this :)
My advice would be release it armour by armour - you'll get alot more positive attention with a release that will encourage you to make the next one.

edit - it might be worth giving some of the oblivion modders who have remodelled morrowind armours if you can convert their assets back to morrowind. Daedric and Chitin have both been done to a high standard. Would cut down your workload somewhat.
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Rex Help
 
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Post » Fri Feb 26, 2010 8:25 pm

Haha, it's actually a really easy, streamlined interface. It just takes some getting used to, since there isn't another one like it. ;)

Look, please stop trying to convince me. I already go to bed at 2AM as I have discovered a new C++ library. :P

Is their any chance of doing female versions of armors. I know some people would say "Look at Divine Domina" or whatever, but I would prefer it with better meshes.
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carrie roche
 
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Post » Sat Feb 27, 2010 12:07 am

Finished the bracer mesh! Just some in-game playing around here:
http://uploader.polorix.net//files/874/Blenddowind/ScreenShot%2023.bmp
http://uploader.polorix.net//files/874/Blenddowind/ScreenShot%2024.bmp

Edit: http://uploader.polorix.net//files/874/Blenddowind/ScreenShot%2025.bmp. (notice the holes for the arms)

There are some flipped normals, resulting in those transparent faces. Shall fix it.

Von Djangos: Yeah, the by-armor release seems like the best option. Regarding those Oblivion meshes, I wouldn't want to use anyone else's models (even modified), but I'm curious, where could I find those mods? I've found a bonemold helm on PES, but nothing else.

Yacoby: Haha, sounds like me. :D Regarding female meshes, they're definitely something I want to do (and Plangkye, who has agreed to be my texturer, has plenty of designs piled up for me :P) but I'm not sure where they'll fit into the timeline.
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Darrell Fawcett
 
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Post » Sat Feb 27, 2010 10:40 am

Well, we have http://www.tesnexus.com/downloads/file.php?id=10775 http://www.tesnexus.com/downloads/file.php?id=10967 (two links) and the http://www.tesnexus.com/downloads/file.php?id=16442
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Emma Copeland
 
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