๐งต I feel inadequate
Anonymous at Fri, 2 Sep 2022 02:41:03 UTC No. 916270
Anonymous at Fri, 2 Sep 2022 02:48:32 UTC No. 916271
>>916270
Did you at least enjoy making that helmet?
Anonymous at Fri, 2 Sep 2022 15:13:01 UTC No. 916318
Not really. iT was a pain in the ass to figure out and took way too long to do. Longer than it should have....
Anonymous at Fri, 2 Sep 2022 17:58:03 UTC No. 916335
>>916318
what were you using for references?
you did use references, right?
Anonymous at Sat, 3 Sep 2022 01:05:42 UTC No. 916412
Yea. I was using google searches and a friend of mine has a replica, so he sent me pics
Anonymous at Sat, 3 Sep 2022 01:11:46 UTC No. 916416
>>916318
Mirror is ur best friend.
Anonymous at Sat, 3 Sep 2022 01:22:45 UTC No. 916418
I used mirror. It just frustrates me that it took 4 hours to realize to use the single vert ends of the UV sphere for the side cutouts instead of the other ends.
Anonymous at Tue, 6 Sep 2022 02:20:31 UTC No. 916822
>>916270
its good!
Finish the UVs and slam a good texture and you get a nicer helmet, its almost there you just need to give it more texture.
I recommend editing the texture in photoshop or substance painter. Look at reference, add a little bit of imperfections and even damage an it will look AAA.
Anonymous at Tue, 6 Sep 2022 02:23:33 UTC No. 916823
>>916822
count.
ah you could modify the normal/displacment map to fake the feeling of bumps and chipping. You can import that model into zbrush, add subdivision levels and then bake the details into maps.