New Fett ESB helmet - CG work in progress pics

CSK225

Active Hunter
I've restarted my CG Fett helmet. Here's a few renders with textures that are temporary only. This is hard work trying to get things just right - but fun.


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these texture maps you are deriving from exhibit photos unfortunately have baked-in flash photo lighting. You might consider a source with more diffuse lighting.
 
Thanks guys.. this is done using pure geometry. No displacement texturing at all. I use Lightwave 9 by the way. Here's a few more images showing the right side of the face in place. There's a lot of work required on that side yet, so don't be too harsh!:wacko

As far as the textures go they are only there to give the "feel" of the helmet and nothing more. The final textures will be hand painted and multi-layered for specularity channels and the such.

Here's a few shots...

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Fascinating process. So is this incorporating actual photographic images and laying them onto a 3-dimensional computer model?
 
CSK, I don't know if this is even possible, but I think it would be a dream come true if you could make a "skin" for the Boba Fett model in The Force Unleashed II game. Judging by the promo pics and trailer footage, the skin used is VERY rudimentary, and not very accurate. I think it would be outstanding to use your work in the game.
 
Man, I wish I had some decent computer graphics skills. . . that's just freaky how it's coming out. Half the time I can't even spell correctly on a komputer. :)
I have a question with regard to using this process as a paint guide: once it's completed and if it's high enough resolution, could the render be "unfolded?" Kind of like one of those pepakura files?
If it could, this could be a way to get really accurate painting templates.
 
CSK, I don't know if this is even possible, but I think it would be a dream come true if you could make a "skin" for the Boba Fett model in The Force Unleashed II game. Judging by the promo pics and trailer footage, the skin used is VERY rudimentary, and not very accurate. I think it would be outstanding to use your work in the game.

How do you mean? A texture wrap? I could probably do something like that but I'd have to wait until the game is released. I'd have to have the original to map against I think. No offense to the modeler's on that, but I think the model looked a bit crummy. I don't know why, but those game models always come off a bit cartoony. They need my model and a new texture! :D
 
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I have a question with regard to using this process as a paint guide: once it's completed and if it's high enough resolution, could the render be "unfolded?" Kind of like one of those pepakura files?
If it could, this could be a way to get really accurate painting templates.

This is most likely possible... I'm not exactly sure how I'd go about it though.

Here's a short, crummy animation showing the RF moving down. Yes, it will have lights later. :)

I don't know what happened to the video... it looks really bad.


 
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Man, I wish I had some decent computer graphics skills. . . that's just freaky how it's coming out. Half the time I can't even spell correctly on a komputer. :)
I have a question with regard to using this process as a paint guide: once it's completed and if it's high enough resolution, could the render be "unfolded?" Kind of like one of those pepakura files?
If it could, this could be a way to get really accurate painting templates.

Unless things have drastically changed in the 3d world since I was into it, the textures are all mapped onto 3d surfaces via UV's. The texture maps themselves are all 2d squares that could be printed out. How useful they would be to someone working in real space may be limited, but who knows?
 
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