Completely New. Made a helmet and want some feedback / advice :D

Discussion in 'Game Discussion: PlanetSide 2' started by Warterton, Aug 25, 2015.

  1. Warterton New Member

    Hi there,

    My name's Will, and I'm a 3D Artist from the UK. I love Planetside 2, been playing it since alpha.

    Basically I've been waiting until the Player Studio opened up to us Brits and now that it finally has, I've been modeling away for the last 2 days, working on some designs I drew down a while back.

    [IMG]

    So this is the basic helmet. Just modeled off an idea I jotted down which was a lot more square than this, and a bit too NC for a Vanu helmet. Now it's ended up looking like a Vanu biker helmet or something.

    Anyway, I've thrown together some images of a Medic variant with a half visor and a completely open faced version.

    [IMG]
    [IMG]

    Full album: http://imgur.com/a/8Br6p

    P3ds:
    Basic Helmet: https://p3d.in/vzk0L
    Medic Helmet: https://p3d.in/TvKZ8
    Open Helmet: https://p3d.in/M03Uq

    So anyway, I wanna know what you guys think? Is it too samey? Is it not Vanu enough? Any suggestions for changes and modifications?

    And then I also have some questions about texturing it and other technical stuff:

    1: Am I able to use the normal mapped texture sections in my UVs that I've used? I've noticed a lot (if not all) of the player studio helmets just use the flat colour sections of the helmet texture maps. Am I doing it wrong? :/

    2: I'm not seeing any of the detail normals showing up in my PSview. Is this normal (pun not intended)? This is my second UV channel and I know they're exporting because I'm exporting working lightmap UV channels for Unreal Engine all the time:
    [IMG]

    That's all for now :D. Any feedback at all is super appreciated! From what I've seen you guys seem great so hopefully I can try and get a spot in this community now that the UK can add to the Player Studio!

    Thanks!!
  2. Lobstrex Member

    IIRC, Map1 controls where your normals are mapped to. Love the helmet though, great for a first timer! Watch your smoothed edges though, right now many areas (such as the back) looks undefined and a bit mushy,
  3. Warterton New Member

    Thanks for the reply Lobstrex,

    Am I right in thinking that Map1 controls the basic normals and that the detail select texture shows which detail normals will be applied on Map1? and then Map2 controls the scale of the detail normals?

    Also, I think the hard edges are also caused by some UV seams that I put in silly places. I'm getting hard edges where the mirrored UV shells meet as well, but then if you look at the p3ds on smoothed there aren't any hard edges :/.



    Oh I had a question 3 as well.

    Do I need to bind the helmet to the character skeleton? If so, do I bind it to the head.fbx skeleton or the body.fbx skeleton?

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