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About Cameron_Kiesser

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  1. I got 2nd place in Azzatru's Top 5 mods of the week. I made sure in the comments to again remind people of the great guys here that provided the helmet.
  2. I like to "translate" between artstyles. I don't adhere to an artstyle 100% when "converting" to realism or vice versa, hence the liberties I took. That said I like your shoulder piece. Too late to use it now. lol. I would have used it. Anyway it's awesome this chapter is over now for me. Hopefully I can get an actual physical helmet one day. And how's that armor coming along?
  3. Mod is done!! I gave credit and linked to this website. Hopefully the mod manages to get pass the sussy files stage on Nexus. Anyway I want to say a major thank you to this little forum. https://www.nexusmods.com/starwarsbattlefront22017/mods/8108/?tab=files
  4. More progress. The mod should be out in a few days assuming no world ending event.
  5. Decide to hunker down and research more. I'm trying to figure out BF2's texture system and once that is done the body is a breeze. I managed to get it in the game. I'm so close. lol
  6. Is there a mid poly or lower poly version of these helmets? I've been trying to get the helmet modded into Battlefront 2 but it's just so dang high poly and the way the helmet was modelled prevents the level of accuracy I would like to have. If not, I can find other ways. Thanks.
  7. I still have a ways to go but if I keep it up maybe in a month I could have a really nice mod, at the very least a nice render model. I added the black part of the mustache/mouth and then I whipped up a body. Am I missing anything model wise? Proportions could be worked on. I used DICE's assets and there are proportions issues and such. BTW any progress on the armor set? Can't wait to see it and hope everyone here is doing fine.
  8. I managed to notice that in edit mode the shape of the vents(?) were outlined because of how the model was made, so I selected the vertices and made a new material. New render, still chipping away at it.
  9. FYI (assuming there may be a miscommunication) I only textured and rendered out the helmet. Thanks again for these amazing helmet models, DeltaReynolds, Skylu3D, Nico Henderson (Titanantinium). I'm not sure how I'm going to add the vents or the 501st markings in Blender accurately as I generally use procedural textures and the helmet is very high poly. I hope to have a nice full body model to render from some time this year.
  10. It's been a while and my skills with Blender got better and tinkered with the helmets again. Still a WIP.
  11. https://www.nexusmods.com/starwarsbattlefront22017/mods/6950?tab=description
  12. I made a crude texture and a Blender turn table animation. I did not add the 501st color nor the vent stripes. Of course I credited everything. Colors are probably not accurate as well. I just wanted to add another gorgeous render to this thread. 4K, 60fps. 200mm render focal length, 300 samples.
  13. Considering Clone Troopers and most Stunt Stormtroopers have a spacing between the visor and head band, I believe the best route, at least for me, is to have a space between the visor and band. What do you guys feel about the spacing? Do you agree or do you like the visor and band touching? Thanks again for the files. I made a Blender render of the V2 helmet but since there are no textures it may be hard to see.
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