Nice! very cool looking.
What software are you using? Are you modeling all the geometry or using textures?
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.
Nice work so far. Do you have any shots with wireframe or with no textures? What program are you using btw?
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!
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...
Yup, you got it. New shot:
Last edited by CSK225; Oct 26, 2010 at 5:49 AM.
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.
Last edited by CSK225; Oct 20, 2010 at 11:34 PM.
Wow, my "curse" word was edited. Sorry... it was very mild... not even a curse. :-)
Here's a couple new shots. I was experimenting with background HDR radiosity.
that is so cool!
Comparison shot with the ESB hero: - more work required.