TDDavis' Li'l Projects thread - Armor Helmet Test - 5/2/2019



  • @DafterThings ; Yeah, it is jerky.  I thought about trying to track the head and apply it to the helmet rotation but the first attempt wasn't successful so I flew by the seat of my pants manually (an not well, I might add)

    @GrayMotion Yes, the suit and and the video face were a Blender sequence in PNG.  I've never done any work with EXR so I definitely will look into that.  Thanks.

  • edited May 7

    @Triem23 ; I saw from your posts about your family emergency.  I wanted to let you know my thoughts are with you as you deal with everything you have going on.

    Added:  I didn't want to give the appearance of hijacking someone else's thread, so posted here.  I miss being able to send a direct message...

  • @GrayMotion ; I downloaded your zip (Thanks again for doing that.) and I saw what you meant about the door.   Decided to cut it out completely and make a new one that is animate ready and redid the textures in Blender.  Now, I have to export it back into Hitfilm and pray that I have done everything correctly that it textures properly there.  I also had a play with changing the material on the walls to make it green screen color and used HItfilm to comp the Milky Way outside.  There is something weird with the diamond plate texture up along the ceiling though still work out, but those doors will slide open when I want now :) retexture new door 2 HF comp.png?dl=0

  • edited May 10

    @tddavis ; Looks awesome, can't wait to see that in a scene. That reminds me that I need to revisit the one I was working on a year ago. Was planning on taking it over into hitfilm once I was done with it and see how it held up. Too many stagnate projects collecting dust on my hard drives.

  • Yep. That look much better. I like the windows into space. Awesome touch! I noticed that the original blend was an Eevee setup using the new Metal Colors and Metal PBR nodes. The metal colors are Titanium and Iron . In my example I used all the maps you linked to as materials but in the Eevee setup only the roughness map was being used. All other materials were internal to Blender. I have since went back and removed all materials except the normals and used Hitfilm Fresnel option for metal base's and just set the diffuse color to 180 180 180. Also added 12 spot lights for the lights. That's intense!

    The textures along the ceiling...I used diamond plate...but it's not the right texture for the UV map. Should have just used Metal_11 normal.

    Anyways...I'll show you what I came up with the meantime keep up the awesome work sir!

  • edited May 10

     @GrayMotion ; I'm still trying to wrap my head around Eevee and how to use it or even tell which I'm using :)  I ended up using all the textures connected to a principled node and for the lights just a diffuse with an emission mix.  I used that metal_11 on my new door.

    @FlyingBanana78 ; I recall seeing that project before.  I have exactly the same problem with projects.  I tend to be project butterfly :)

  • edited May 10

    I relinked the original textures in the Eevee project. You see the  original setup there was  all titanium , no textures just the rgh and normal maps, with 40 lights (kind of a light aqua). The Hitfilm render had a diffuse color of 180 180 180 and I bumped the plates to 210 210 210  with the Fresnel of Titanium, just the normal maps with 16 spot lights ( too dark of aqua). 

    Yourself and @FlyingBanana78 's corridors are making me want to make myself a corridor!

    - sry for dumping "trash" on your thread :-)

  • edited May 10

    @GrayMotion ; Hardly trash...great learning material, and easier for me to find than spread over multiple threads.  Perfect place for it.

    In Eevee, is that the original door?  The fbx in Hitfilm has the same weirdness I saw after you mentioned it and I zoomed in must be the textures.

    But this isn't my corridor; it's a free model download.  Heck, even the one I started modeling and made a walk through of in another thread was a tutorial follow along. 

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