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===[COMMITTED]=== Celtic Unit Helmets


Alexandermb
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For now with 20 helmets its more than okay for the game, i wouldn't like make helmets that won't gonna be used nor committed so i leave the swan helmet for any specific case asked.
Feel free to make the changes properly assigning them among the two civs but also making changes in the helmet colours.

I proced now with Hellenic helmets and see if they could be committed.

Files:

Mods:

Blender file: celt helmets.7z

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  • 2 months later...

Canosa helmet, fourth century BC:

image.png.3e594b68f0c353b364bda245fb5ca8bd.pngimage.png.37fdeb5b630f6aab42ad4c01d6c79e3a.pngimage.jpeg.ce9ede8ae1ead30e7feb6a5deb1fdb07.jpegimage.png.53eb4aaaa8b9929635ea3de85f116df4.pngimage.png.3eecc13d403f1fabf4d32b13722b85ad.png

 

Helmet of Amfreville (Casque d'Amfreville), fourth century BC:

image.png.115a862f60a364a0a919cf9779c86bc3.png

image.png.23d2f551002181729a7b74842f918533.png

image.png.3a1eb0824aa5fdc8853fdeae54dc4385.pngimage.png.65f48884476e7a0544f7ff7d4dabc67a.png

image.thumb.png.9f4c75a0db75ffd3c9fb6d6a76150676.png

Helmet of Tronoën / Helmet of St-Jean Trolimon (iron helmet with bronze decorations):

image.png.8be2e93ebcb923bc596f6b8c7497b698.pngimage.png.b8e6a9fd99e8fb30b16f438990b4aa3e.png

image.thumb.png.0945fa965e005d93d045dafafc379bbb.png

Helmet of Agris (Casque d'Agris):

image.png.b570a5ab2765d44cdfe15b8ddd48db82.png

image.png.84aa5a5b4c0e4f3c3baaeb0a5c266f02.png

3D model

https://sketchfab.com/models/c791886dc48c4a47be16616a77eef198

image.thumb.png.641ca008560807b01bd7da65134bb7cf.png

Possible reconstruction of the broken and missing pieces:

image.png.ab91f6fe0dce8b57dd8c558b657a2413.png

Edited by Genava55
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10 minutes ago, stanislas69 said:

Could also be a Roman helmet in disguise ;)

Yeah I was thinking about this. A lot of people confuse Coolus C-E helmets with Celtic helmets.

13 minutes ago, stanislas69 said:

On the used material I guess the idea was iron would be for higher ranks 

It is why I see often the same models both in iron and in bronze. It is not a problem for monterfortino helmets but for others it should be avoided (for example Berru helmets exist only in bronze).

22 minutes ago, stanislas69 said:

Could look at the design document see if there is info there. 

These ones?

https://trac.wildfiregames.com/wiki/Civ%3A_Britons

https://trac.wildfiregames.com/wiki/Civ%3A_Gauls

 

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40 minutes ago, Genava55 said:

It is why I see often the same models both in iron and in bronze. It is not a problem for monterfortino helmets but for others it should be avoided (for example Berru helmets exist only in bronze).

These ones? 

https://trac.wildfiregames.com/wiki/Civ%3A_Britons

https://trac.wildfiregames.com/wiki/Civ%3A_Gauls

Yes, I was refering to those documents. As you can see they detail how the units should look like. It makes it easier for us artists to then put them together. IMHO a good design document for a civilisation should have a sketch or an example of what main buildings should look like (it can be just a list of features) then as much as possible we should make them consistent with each others like it was done for shooting ranges, stables, and siege workshops, so they have one identifiable shape with the specificity of their civilization.  Then the props, their storage, in what they eat, dummies, shooting target etc. Then when it comes to units and ranks basic (_b) advanced (_a) , elite (_e), champion (_c), we should have informations relative to their armor (boots / naked feet, sandals..., skirt / trousers / robe..., pectoral armor...)  their possible helmets props, could even go as far as facial hair/features) , their weapons, shields, scabbards, backpacks etc. Once all these pieces of information are gathered, a nice sound track, a few voices to be recorded,  and specific names for everyone and you have a full fledged civilization.

It's a pain for artists, but as much as possible we should reuse props. For instance gaul barrels could be one single mesh. This way, if I want to update the shape of it because computers can now handle it, I just edit it once, and the whole civ benefits from it. Of course this doesn't mean we should have one prop per civ, but just that we should reuse stuff as much as possible.

 

 

 

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