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Bone Helmet

I know I pretty much used the same skull on my pauldrons, but I really like the way it looks. If you don't want your skulls to look the same, just use the other Skull Helmet that I made. I'll probably make another set of bone pauldrons in the future as well, for variety.

Anyway, it's not just a skull moved for another attachment point, regardless; whole thing had to be reshaped to fit the peasant's head, and then I created another piece of what I think looks nice to cover the back of the head.

As always, edit and credit.

Update 10/09/12
--Moved back bones of helmet slightly backwards, to better fit with second villager man's hair when he moves his neck around.

The pack is up! Check out the [thread=223860]Bone Pack[/thread] for a convenient download!

Keywords:
bone, helmet, skull, white, armor, undead, barbaric, horn, cap, helm
Contents

Bone Helmet (Model)

Reviews
01:31, 14th Oct 2012 Kwaliti: The rib plate on the back could really use a different texture. Considering it won't actually be seen in-game up close, approved.

Moderator

M

Moderator

01:31, 14th Oct 2012
Kwaliti:

The rib plate on the back could really use a different texture.

Considering it won't actually be seen in-game up close, approved.
 
O_O. Now this one is perfect. Really cool, love the bones at the back of the neck.

Thanks, I was messing around for quite a while trying to decide what to do to cover the neck, until I decided to make a spine going down the neck. I'll probably make another version with cloth beneath the bone, and maybe another version with a metal faceguard, but that's for the future; I'll let this sit for a while just in case I get ideas to improve it before I make other versions.
 
I think you can find a better textures for those rib!

Those ribs are all on a plane, alpha'd in between. If I used another texture, i'd have to dramatically increase the poly count for each piece of the spine, which wouldn't really be necessary for a little helmet that's going to be on some guy's head in-game.

Sure, I use higher resolution textures and separate mesh for body armor and shields, but the back of a helmet doesn't need that much detail; would be a waste of file size and poly count.

If I find another texture that is properly alpha'd between ribs, I'll consider switching to that one. And maybe I'll make a high-poly version with another texture, and mesh created for each bone. But that's not really my style; I prefer to make things for using, not just for previews. My first version of the helmet actually had independent ribs with a better looking texture, and I deleted all of that and made a new back for the helmet, because I decided that was just a ridiculous poly count for such a small area.

Also -- 5 comments, one download, no ratings? Come on, people, if you're going to comment about mesh or texture usage you could at least download the model first to make sure you understand how it's even made.
 
Hmm... definetly 5/5... and +rep. Cuz this is quite awesome... although I think that the mods won't rate it or will rate it for 3/5... as they always do. I give it a 5/5, yes the ribs could use aaa liiiiittle bit better texture but this is fine enough. GJ!

I can understand; the stuff I make isn't as epic or complex as what some of the more skilled modelers make, and the moderators have been seeing all of those epic models for the past 8 years. After that much time, anyone who was rating so much would start getting pretty picky.

As for texture, yeah, later today I'll look through the MPQ again and see if there are any textures that would suitably replace it that are alpha'd out in the appropriate places.
 
Kwaliti, rejecting my model over your personal preferences doesn't seem right to me. I've often seen moderators reject other people's models because they think it would look better with another texture. This is the first time that's happened to me, and I can deal with it, but it's about time I say something about all the times I've seen it happen to others. I can understand why it happens, and I'm not blaming any moderators for it; sometimes people just need a reminder.

This texture is alpha'd between all of the pieces of the spine, allowing me to create an entire rib cage with only a few polygons. If I used any other texture, I would have to create a helmet with at least triple the poly count, creating every little rib individually.

Think about in-game performance. They may not look exactly like ribs in a zoomed-in preview, but in-game they will look perfectly fine on a unit's head. This is an attachment, made for attaching, and it looks very good when attached. Rejecting it because you think the preview could look better with a new texture and a tripled file size, is pushing it.

Let's just assume you're right, and that it would be better with another texture. Even then, it is still approvable now; it's not about whether or not you think it could be better, it's about whether or not this is good enough to be included among the rest of the resources on hiveworkshop. By rejecting it, you are saying that this would only be worth a 1/5, or violates rules, and I don't think it is either; I think it's at least worth approving with no rating, or a 2/5. Moderating isn't my job, and you don't really have to care about anything I say, but I hope you will reconsider your moderation.

I would have sent this to you in a PM in reply to the moderation message that is usually sent when a resource is rejected, only you didn't send me a message regarding your moderation, and there is no link to your profile within your moderation on the model page, so I'm posting here.

Edit: I was a bit sleepy and grumpy when I posted that. I later searched your name in the resource section to find your profile, and sent you a PM.

Edit: Thanks for understanding, and approving it. I edited my message a little bit, to make it sound less grumpy than it did when I'd first woken up. I think I might have sounded a bit accusatory.
 
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