Institute Power Armor WIP 2 - Material Test

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flipdark95

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After successfully exporting my Hellfire Armor out of 3DSMax (and getting used to the very different way it works from Blender) I did a little bit more work on the Institute Power Armor! This is just a materials test for the default paintjob and look of the armor. I still need to work on detailed textures like I need to do for the Hellfire, but both armors have their modelling complete.

I did decide to omit the piping work just above the waist, but I'm actually thinking of putting that back in. So next time I update you'll see the complete work.

22 comments

  1. ImmortalAbsol
    ImmortalAbsol
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    :O
  2. ebanno
    ebanno
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    Dude, please, deliver it!!! File of the Month, for sure!!!
  3. flipdark95
    flipdark95
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    Well, the idea hopefully is that the head won't turn at all. The entire upper section of the torso will be completely rigid.
    1. maxgame
      maxgame
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      Honestly the only way I can think with that going well is just "Second-Lifeing it" with making the helmet as small and unintrusive as possible while still providing the protection to the head with proper resistance values and all that (especially when you're like me and use True Storms and have that f*#@ing Glowing Sea setting to the maximum which will kill you in 16 seconds going in naked) otherwise just model the torso properly to just go above and cover the head entirely, now putting the armor on might look glitchy as all f*#@ing hell, or it might work flawlessly, who knows. But judging the way you have the torso piece set, really the only thing about it is just making sure that top bit goes over the helmet area entirely and the helmet should prove no problem whatsoever, and it'll probably look pretty badass in conversations with the voice modulation and all that, really hope you go through with this, and the 12.7mm pistol!
    2. PrettyObscure
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      The easiest way to do this would be to make the "head" just part of the chest model and not allow helmets to be equipped with it, so while the player character's head will still move around underneath the model, it won't be shown and the model won't be affected by it.

      Now, this means the set is 5 pieces instead of 6 and you'll have to make some sort of workaround for mods and paints and such (if you're going to include them) to gain the full effects since there won't be a helmet slot, but I imagine just adding the stats the head would've had to the chest would work just fine, making it so that any paint effects just count the chest as two painted parts and giving the chest a mod slot for head mods shouldn't be too difficult. (the hardest part of all of this would probably just be figuring out how to make the animations for entering and exiting the power armor not look weird)
    3. Electrosus912
      Electrosus912
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      I really hope you this Power Armor does become a reality, would love to see the institute have a power armor of their own I know ediblegrenade12 did make a bioshock PA, even with a non turning head Maybe you guys could do a collab for this one xD
    4. Gryphorim
      Gryphorim
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      The head could be just a small sensor ball or mast, if it doesn't need to actually contain the operator's head from an animation point-of-view.
      Think R2D2's projector or Titanfall titans.
      Resistances could be offloaded to the torso section, so that it doesn't seem as though this little sensor is magically providing protection. It'd just be there as a place to mount head-related upgrades, a headlamp, and give some 3rd person PoV of where the operator is looking (useful for immersion during dialogues)
    5. 9ogo
      9ogo
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      Ever seen tumbajamba's spartan PA? no movable head, the torso piece is the same piece as the "helmet", simply covering over it of course
    6. Veliwine
      Veliwine
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      Acuatlly TUmba's spartan power armor's 'head' piece is a Visor you equip beneath it that has stats relatively equal to power armor helmet, so that you get all slots still if I recall.
    7. xehonort
      xehonort
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      Yea it does it works as a power armour helmet, if you haven't you might want to contact him and ultima to see if they can either set you on the path of doing it or help with it. I just found out about this amour and I am looking forward to it. Keep up the great work.
  4. 9ogo
    9ogo
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    Honestly, looking at how Tumbajamba's Spartan Power Armor came out, this could totally work!

    That being said this is a very interesting design,
    I hope you dont abandon this idea, I've been following your work quite a while and am really fond of your design for some of this stuff
  5. Darktrooper117
    Darktrooper117
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    Are you still working on this mod? I have some thoughts to bounce off of you if so.
  6. DJMouthwash
    DJMouthwash
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    This is gonna be a sonovabitch to animate. I can't imagine that head likes to play nice with other torsos. Still, you're doing god's work. Or Bethesda's work, rather. Well, whoever's work you're doing you are doing it spectacularly.
  7. vojteek
    vojteek
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    Aw yiss, finally! Thank you!
  8. CaintheForsaken
    CaintheForsaken
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    Just found the picture you uploaded to NV Nexus.In my opinion higher shoulders on that mesh looks far better for this concept.Are you planning to add that variation too?
  9. dpillari
    dpillari
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    post this to the fallout mods reddit, so others can see it.
  10. LeHitGuy100
    LeHitGuy100
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    Dude, I just discovered your stuff, this is utterly sick. This armor and the Hellfire one are just amazing, I wish I was good as you at making models. About how difficult is it to get around that level of quality? About how long?
    1. flipdark95
      flipdark95
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      Well, with the Hellfire Armor all I really did there in terms of modelling was clean up the Fallout 3 model and add some more physical details and tweaks to it to give it a better sense of realism, since I suck at imitating physical details in texturing.

      It's not really too difficult if you have some basic experience using Blender or 3DSMax. Just takes patience and a good eye when it comes to following a reference image.