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Alexandermb

===[TASK]=== Roma Helmets

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1 hour ago, wackyserious said:

I agree with @wowgetoffyourcellphone I will take a look at the lorica segmentata from DE, a new variant would also be nice but we should ought to keep the current ones since the quality is very good. :)

i can make you a belt following this:

Spoiler

c747a295e2dba4383804e2fcf562953e.jpg

 

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Yep, told about the color, already gone throught that time ago, the "dirt" add's the touch, for a "cleaner" and reflective helmet we needs the cubemap as a i mentioned before.

4 hours ago, Stan` said:

Dunno if it's my phone screen but the colours look off... :/

 

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@Alexandermb Have you tried using an HDRI to bake in some fake but realistic reflections from the sky and such? I think Enrique suggested something similar recently. It would add to the realism of the helmets, which currently look a little as if they were lit under a spot, reflecting whites but no blues from the sky. (I know lighting is probably one of the most difficult things and an HDRI might be a bit hard on your system).

Here's a beautiful example of how outside lighting reflects the sky in the polished metal

roman-soldiers-with-shields-and-weaponry-at-a-roman-army-reenactment-ANJ15H.thumb.jpg.71cb683a10980acabf659784476cfa7c.jpg

 

As LordGood said, I think adding dirt and scratches afterwards with the spec map offers the cleanest approach, perhaps even using normals for heavier denting?

Of course I'm not an expert in the matter. I just see you're still experimenting a lot so I thought I'd my 2 cents.

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For the HDRi thing, you can either replace the scene sky by an environnement texture and use an hdri, or download the pro lighting skies by Andrew Price (the free version)

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16 minutes ago, Sundiata said:

@Alexandermb Have you tried using an HDRI to bake in some fake but realistic reflections from the sky and such? I think Enrique suggested something similar recently. It would add to the realism of the helmets, which currently look a little as if they were lit under a spot, reflecting whites but no blues from the sky. (I know lighting is probably one of the most difficult things and an HDRI might be a bit hard on your system).

Here's a beautiful example of how outside lighting reflects the sky in the polished metal

 

 

As LordGood said, I think adding dirt and scratches afterwards with the spec map offers the cleanest approach, perhaps even using normals for heavier denting?

Of course I'm not an expert in the matter. I just see you're still experimenting a lot so I thought I'd my 2 cents.

I've tried that before but i had problems with it (at least with my kind of materials) and always end with over reflective stuff wich ends in the full sky reflected in the helmet (a full white zone with kinda like 200% overbrightness). handling the bronze, iron, silver, gold etc was one of the hardest problem i've faced when baking my first helmets because of that.

TBH reaching this point with the ones so far i've made its a tremendous advance.

Btw, when i ended with the neiderbieber i've started a cheiroballista (i wanted to update the scorpio because its pretty outdated compared to others siege engines but i don't find a whole perspective proper scorpio references), i wanted to test my new wood material in something good, (The chariot was ok but i have to find a proper UV and design for the wheel)

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Cycles preview:

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Done the higher cheeck piece type:

Spoiler

image.png

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Note: Cheecks can be used in any nieder/gallic/italic but now they are used as the whole helmet. i can separate cheeck pieces into props if desired.

image.png

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8 hours ago, Alexandermb said:

Done the higher cheeck piece type:

  Hide contents

image.png

  Hide contents

image.png

Note: Cheecks can be used in any nieder/gallic/italic but now they are used as the whole helmet. i can separate cheeck pieces into props if desired.

image.png

My dreams come true.

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@Stan` helmets file with all the hellenic helmets done + the romans.

If i have some free time of mental block i'll add the celtic helmets to this blendfile for keep the repo with a single helmets file. 

Even maybe re-bake some for better matching texture.

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