I won't bore anyone with all the hundred little things I actually need to do to finish the suit. Besides doing all that, and it is a fair bit, I have some additional equipment I want to include.
Round Shield
Armet with/without wrapper.
Close helm
Jousting Shield
The jousting shield< smallish shoulder mounted shield, I have a few meshes already for that. Not sure how to texture any of them, thinking of coat of arms, mottos, very typical of the era stuff, but perhaps in line with TES knightly orders or something nicely lore accurate. Like an owl, dragon or candle. this sort of thing would be an additional Tail slot item I expect.
Most of it is at baking or texturing stage or otherwise pretty far along.
It will be ebony.
I will probably make a very mediocre steel version of the texture as well. Undecided whether if or how much of the etching and scroll work I will leave on that version of the texture. That whole texture is going to be after thought, so don't expect any new scrollwork other than what is seen on the ebony/gold version. I suppose plain is good if someone wants to do their own texture and unique engraving. Options can be good, but I don't personally need them, in other words I'm definitely not making any particular version of the texture to cater to someones specific desires. Crit and suggestions in line to what I am doing are welcome.
I also want to do another cool pauldron style. Perhaps fashioned in the shape of a lions head.
Final texture resolution: 2048x2048 for the suit. 1024x1024 for helmet, gloves, and shield. Anything else will be on it's own texture sheet. Which is about doubling vanilla texture budgets.
Tri count is hitting 15k for the entire suit, minus gauntlets and helmets. Which iirc is actually less than just the daedric cuirass is alone. or was it 13ktris? Anyway, it's fairly inline with vanilla poly counts. Which is pretty generous compared to most games.
http://i25.photobucket.com/albums/c85/lego-botz/wipz/CumberlandArmorWIP.jpg
That's a real time shader from my viewport, not a render. Bare in mind the texture is very WIP atm. I don't want to show any close ups yet :yuck: , You'll just be weirded out by the fact the normal mapping on the engraving part was a test, and now currently doesn't match the actual diffuse map because I have re did several parts of it or otherwise moved and scaled bits of it. I don't want to have to fix it up to look not as [censored] up in places just to demonstrate an idea of the direction it's going. Things will change, I have a lot more aligning and scaling of the gold engraving still to do. So I don't want to even go into spec maps and add the finalized details to the normal until I am near enough done the diffuse map. Which shouldn't be more than a few hours messing with the texture. What can I say, I am slow at texturing.
The armet without wrapper looks like http://i25.photobucket.com/albums/c85/lego-botz/wipz/chaosmaceig.jpg and http://i25.photobucket.com/albums/c85/lego-botz/armortest2.jpg
Over 3 years old that mesh is. And still my fav helmet style
