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Showing content with the highest reputation on 02/27/2020 in all areas

  1. Awesome. You'll be well on your way. Rob and his wife are great to work with and pretty fast at responding to messages. You should be in good hands. Enjoy the COTF build!
    1 point
  2. While the mask's apoxie sculpt is setting/drying I began exploring the outer tunic modifications. On the WA stock outer tunic, there are only 5 stitch marks on each shoulder section where the cape connects to the outer tunic. This will need changed as you can see anywhere between 9 and 11 indentations (depending on if you focus on the lighter or darker areas) around each shoulder of the in game model. An eleventh is visible when his neck is turned, however it could be the stretching of the model texture. In reality, for CRL purposes, I would imagine the minimum would be 9 on each shoulder with the maximum of having the stitching go from one side all the way to the other, but this is likely overkill as the hood/cowl drapes in front of the upper outer tunic to hide it. Also note how the upper portion of the padding also tapers to the thinner shape the farther you move away from the neck of the outer tunic. Here are a few photos: STOCK WA (Ignore the light pen coloration, this is my initial marking of cowl distances to the stitching details): After updates -- one side (left): After updates -- both sides: The placement of the stitching feels similar to how the placement of the "Shotgun shells" of a sandtrooper backpack are; no specific pattern, slightly scattered. I'm assuming this was to show that the attached cape has some weight to it. This specific detail will need to match some of the pleating/gathering of the cape where it is placed onto the outer tunic. That being said, you can tell from the top photo (the one with numbered stitch count), that the front of the cape is gathered quite a bit, which may be a challenge to perfectly achieve in real life because from the back of the costume there seems to be an obvious 5 pleat per shoulder as it flairs flat towards the upper back. Since in 2004 there wasn't much in the way of fabric physics in video games some of these specific features could be up for debate. In real life the 5 pleats per shoulder should eventually even out to a flat look as it goes down the back and towards the feet of the wearer.
    1 point
  3. I don't recall seeing anyone working on that one yet. I wonder how that form-fitting armor would translate to real life and the ability to move one's arms! Pam
    1 point
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