Ok... I did a ton of work on the Alliance pilot model today... much, much skinning. I have pretty much finished the model part of the model, and I consider that final pending any problems that may crop up later. I have made a few tweaks to the helmet itself, but those were very minor (I think I moved around maybe 8 vertices). With reguards to the height of the helmet... yes, I realize it looks taller than what you see in the cheaper movie helmets. The ones they used in the movies were based on old, off-brand military helmets, but the comic books tended to make them look alittle beefier. The shape of the helmet itself is based largely on the various comic books. Also, funny thing, the height serves a functional value in that it allows it to fit over the heads in the game. If it were not that shape, the head would be sticking out. And you know what else, t3rr0r, it is funny reading your post tonight (it's after midnight), because I actually spend a fair amount of time today adjusting the control box, and adding in the life support umbilical. I intended it to blend into the body at the side, so it kinda "disappears" into the texture on the back. I have uploaded 6 more pics of the updates I completed on the model today. The first few will feature the new, transparent visor, some texture revisions, and the changes to life support. The last 2 pics show the red and blue team models as the are today (pretty much the same as the orange). The pics are .jpeg's this time, so the color comes out.
Picture 6 (
http://www.geocities.com/scarecrow_es/wip_pilot_06.html) | Picture 7 (
http://www.geocities.com/scarecrow_es/wip_pilot_07.html) | Picture 8 (
http://www.geocities.com/scarecrow_es/wip_pilot_08.html) | Picture 9 (
http://www.geocities.com/scarecrow_es/wip_pilot_09.html) | Picture 10 (
http://www.geocities.com/scarecrow_es/wip_pilot_10.html) | Picture 11 (
http://www.geocities.com/scarecrow_es/wip_pilot_11.html)
What else? Oh, polycounts. Currently, the saber hilt has somewhere in the neighborhood of 1,000 triangles (OUCH!). But just to note, this is completely unoptimized, and there are alot of extra polys in there that are helping in the final set-up of the model. I expect that when I first optimize the model, I could knock off an easy 300-400 polys. Plus, there will be at least 1 other LOD for the hilt, because there is alot of useless detail that just isn't needed on a lower end system.
And yes, these are my first game models I have developed. I have, however, always been involved in art and design, and am actually going to school for "video games". Unfortunately, I am at least another YEAR away from the point where I can take 3D modeling courses for my degree, and I just couldn't wait. I picked up Gmax and Milkshape, and just went in alone, with no idea what I was doing. Heck, it took me days to figure out a way to UV map that helmet. I haven't even started to read up on weighting (AGH!).
Speaking of which... I could use alittle help from the community experts here. It seems everytime I load the root .xsi file, my laptop overloads, and Milkshape crashes. Is there anyone out there who has just the tags, bones, and skeleton of the root .xsi saved as a Milkshape compatible file that I could use? Also, I could really use your guys' help in locating decent source material for the other decals on the pilots' helmets in A New Hope. I intend to release the Alliance Pilot model with 3 helmet designs, 3 faces, and 3 colored jumpsuits. Heck, I just might keep making skins for the helmet and release a 10 skin pack somewhere down the line. I am especially looking for good pics of the checkered pattern on... Biggs' (maybe)... helmet, though. Any help will be greatly appreciated.