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Leather Helms

Posted: Thu Mar 18, 2004 2:27 pm
by Dair Essel
Well I still havent seen anything resembling a leather helm in game. So Im asking all of you graphics people to make a few pictures of leather helms. Then if they are good enough maybe leather helms will be implemented into the game who knows. So use whatever talent you got and show us some of your creations.



ps Yes I know this is a proposal as well, so dont complain, its more graphics anyways

Posted: Thu Mar 18, 2004 4:56 pm
by Gro'bul
Find a leather helmet and I could model it. A soft leather helm and hard leather helm would be good ideas. I've never really seen a leather war helmet, other than the ones used way back when the NFL was an infant.

Posted: Fri Mar 19, 2004 6:22 am
by Willum
Still i think that would be a good idea if one person just likes leather they would now get a leather helm.

Posted: Fri Mar 19, 2004 6:23 am
by The Returner
Leather Helmets were used widely by the Vikings and norse.

Posted: Fri Mar 19, 2004 6:53 am
by Dair Essel
http://www.heavy-leather.com/images/Dsc01177.jpg

That shows a good picture of a leather helm, although it is on a head, but you get the idea hopefully

Posted: Sat Mar 20, 2004 4:30 am
by Gro'bul
http://www.angelfire.com/alt2/majham/leatherhelmbig.jpg

I shrunk it an put it in illarion, and the edging looks terrible. I take off the anti-aliasing with paint of course. :D I'm in the editing phase right now.

Posted: Sat Mar 20, 2004 4:44 am
by Nilo
Aweful.......ly nice! Thats awesome! :lol: I like it! Could you give us the correct angle though? i want to put it in game :p

Posted: Sat Mar 20, 2004 5:26 am
by Gro'bul
It still seems a little off angle, but it looks good in-game.

http://www.angelfire.com/alt2/majham/Amisc.html

The ones on the far right side. You will need to have a knight helm to veiw it in game with that name.

The second to last is the one I made, the very last is Nilo's edited version with no nose peice. If you use Nilo's edit, you'll need to take the a off the "helm2a.bmp" so that it is "helm2.bmp".

Posted: Sat Mar 20, 2004 8:16 am
by martin
Which program did you use?

Martin

Posted: Sat Mar 20, 2004 8:41 am
by Gro'bul
martin wrote:Which program did you use?

Martin
Which program? Is there like a list to select from? I made it in Maya, edited in ms paint. I don't know what Nilo used for editing.

Posted: Sat Mar 20, 2004 8:52 am
by martin
It doesn't look that bad. However, the perspective and size does not fit. Try rendering a simple cube and adjust the camera so that it looks like in Illarion.

Martin

Posted: Sat Mar 20, 2004 10:45 am
by Gro'bul
Looks a little cheesy, however, I think it's not going to get much better than this. I took the other two off. I'm 99.9% sure its in the right perspective. The anti-aliasing on that thing was extremely annoying, more edge editing is probobly still needed.

http://www.angelfire.com/alt2/majham/Amisc.html

Posted: Sat Mar 20, 2004 10:48 am
by martin
I want to see a cube rendered. A simple cube.

Martin

Posted: Sat Mar 20, 2004 11:05 am
by Gro'bul
Cubish enough? :) Obviously not the same lighting, but the exact same camera angle.

Posted: Sat Mar 20, 2004 11:08 am
by martin
It doesn't fit the Illarion perspective.
Set the camera so that the cube looks right (=no distortion).

Martin

Posted: Sat Mar 20, 2004 11:18 am
by Gro'bul
Updated the cube. I'm not sure what you mean by distortion.....but if you mean the picture quality its because its jpeg.


http://www.angelfire.com/alt2/majham/cube.jpg

Posted: Sat Mar 20, 2004 11:26 am
by martin
Distant objects should not be smaller than close objects.

See FAQ.

Martin

Posted: Sat Mar 20, 2004 11:42 am
by Gro'bul
After intensive searching for the focal length control, I found it! :oops: Now if this isn't right................I think I'm going to give up for a while.

The focal length is 3500.

Image

Posted: Sat Mar 20, 2004 11:53 am
by martin
Good!

Even better would be if you could set to "parallel projection" or "orthogonal projection", which means an infinitely large focal length. But as it is now, it's good enough.
The next thing to to is to compare the cube to the Illarion-tiles. If the sides are parallel to them, you're nearly finished. The next thing to do would be to watch out that the size of the upper side of the cube is exactly as large as a tile is.
;)

Martin

Posted: Sat Mar 20, 2004 12:33 pm
by Gro'bul
Set to orthographic projection. Orthographic width = 5.700 Its less than 1 pixel off.

Image

Posted: Sat Mar 20, 2004 12:51 pm
by martin
Well done.
Now you have at least the right perspective. The light for bigger objects (such as walls etc.) comes from right above. For smaller objects (items etc.) I mostly use little additional light sources that make them look better.

Martin

Posted: Sat Mar 20, 2004 1:23 pm
by Gro'bul
Yes I used alot of dim directionals to make sure you can see the object, then point lights for the main lighting. Anywho, if there is someone with photoshop who is good, you could fix up the edges of it for me. Same link, replaced the helmet graphic AGAIN. It looks ok except the right edge off the helmet looks flat. If you want the origional render I can give you that too if you want to edit it.

http://www.angelfire.com/alt2/majham/Amisc.html

Posted: Sat Mar 20, 2004 1:45 pm
by martin
BTW:
Illarion Graphic FAQ by Martin wrote: With a 3d-graphic programs, you set the camera with a very high focal length (or ideally, e.g. in 3d s max, use orthogonal projection) to avoid distance-effects (far objects tend to be smaller than close objects... this shouldn't be the case here!). To find the correct position of the camera, place a square somewhere in the scene, render the image and compare it to e.g. a field of 2*2 tiles (diamonds) in a 2d-gfx-program (photoshop, paint shop pro...). If the rendered diamond is too small, the camera is too far away; if it is too broad, the camera is too far away and has to be placed higher etc.With a little bit of three dimensional thinking and intuition, you'll surely find a way to place the camera correctly .

Posted: Sat Mar 20, 2004 1:50 pm
by Gro'bul
The reason it has the extra pink is so that it fits into the square in-game. I placed it inside the top of the last cube I rendered to make sure it was the right size.

Posted: Sat Mar 20, 2004 2:09 pm
by martin
I always render against a black or dark gray background, not against pink. This will give better results.

Martin

Posted: Sat Mar 20, 2004 2:55 pm
by Nilo
I use Paint shop pro 8... if youd like me to edit yours, you could send it to me over msn or email... :)

Posted: Sat Mar 20, 2004 3:40 pm
by Gro'bul
I rendered it against black.....the extra pink is so it shows up in illarion correctly, without it, it overlaps the squares.
Sure Nilo

Posted: Sat Mar 20, 2004 6:13 pm
by Yoruhm
@Gro'bul: I like ur helmet, and ur grass too :D