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HCA-01F female by Kodai-Okuda HCA-01F female by Kodai-Okuda
Female version of the United States Space Navy's HCA-01 heavy combat armor.
This armor was originally developed in the 2040s by the United States of North America for the Asian Pacific conflict.  It is an older armor made of plastic-steel, kevlar, and other polymers and composites. 

This armor is from the Nexus Arcana series of science fiction novels.
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:icon4-x-s:
4-X-S Featured By Owner Nov 13, 2018  Hobbyist Artist
This is an excellent design, but I think its better without those pipes.
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:iconkodai-okuda:
Kodai-Okuda Featured By Owner Nov 13, 2018  Professional Digital Artist
Thank you.
I still need to do the male version of this.
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:icon4-x-s:
4-X-S Featured By Owner Nov 16, 2018  Hobbyist Artist
This is so well rounded compared to all of your other armors.
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:iconkodai-okuda:
Kodai-Okuda Featured By Owner Nov 16, 2018  Professional Digital Artist
That came at great cost in terms of mesh-cohesion.  This model had a LOT of holes that I had to manually weld (took months).  That's why i haven't done the males version yet.  It just takes too long.
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:icon4-x-s:
4-X-S Featured By Owner Nov 22, 2018  Hobbyist Artist
I know 3D is investment heavy, once doing something other than simple geometry it really explore the limitation of IO, much of the difficulty comes from how to mathematically describe the weird looking things.
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:iconkodai-okuda:
Kodai-Okuda Featured By Owner Nov 22, 2018  Professional Digital Artist
Yes, you are 100% correct.
The problem with NewTek's lightwave is that it is "path-sensitive" with verticies.  So when you create polygons, you have to be sure to "mark/select" verts/points in order, clockwise, around the edges of the polygon before you work them.  So making custom shapes becomes a chore.  In Modo this problem is not as bad, but Lightwave has the best rendering engine I know of (Octane is good, but the program is ridiculously expensive).  Thus, I have to make the model/object in modo, then save it as an object file, then import into lightwave, then texture/map it in lightwave since nurbs/curved polys will not export as an .eps file properly.  The whole process if very time consuming.  When I do the male version I may use Z-brush.  I bought that program years ago when I was in school, and it still works in Win 7 Ultimate, but I never learned it well since I went to Blender and then Lightwave.  I may have to "dust it off" and go back to learning Z-brush since I have to do the male armor before the second trilogy of books finishes being edited (that is taking for ever due to all kinds o changes being made).
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:icon4-x-s:
4-X-S Featured By Owner Nov 24, 2018  Hobbyist Artist
I never used lightwave but I can imagine what you are running into. Have you tired use blender, although I must admit that is the most difficult software to learn. 3D in general is investment heavy, it require both expansive hardware and software if you don't use open source like blender. And the most annoying part is the steep learning curve, hardly justify as a hobby sense it almost is a full time itself.
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:iconkodai-okuda:
Kodai-Okuda Featured By Owner Nov 24, 2018  Professional Digital Artist
Ha!
Blender is easy to learn compared to lightwave.
Here is a video on dealing with holes in lightwave.

This video is for a very basic polygon and it part of a video series on how to use lightwave.
Keep in mind that lightwave is what Hollywood 3D companies use for many TV series and movies.

www.youtube.com/watch?v=jr1xMc…

I know that 3D costs a fortune.
My workstation I'm talking to you right now was very expensive.
It has a Supermicro, H8DG6-F motherboard with two AMD 6308 processors, 16-8 gigabyte, 1333 mhz, RAM modules for a total of 132 gigs of RAM, 2 Noctua server-grade heat-sinks, 1 Toshiba 2-Terabyte, 7000 rpm drive, and 1 Toshiba 4-terabyte 7200 rpm drive, 1 NVIDIA 12-gigabyte Titan Video car, 2 NVIDIA 4-gigabyte K5000 Quadro graphic editor cards, a Thermaltake 1000-watt power supply, and a Creative Z Soundblaster audio card all within a Thermaltake Armor+ full tower server chasis that has been customized for maximum air flow.  I built this computer using OEM parts from ebay and it cost me a fraction of what buying the parts new would have.  The quote I got on this build from both NewEgg and Microcenter was $13,000-US.  I didn't spend anywhere near that, but it took me a year of searching auctions and waiting for good deals to build it.
The software is something I've been buying for over a decade, so most of what I have is out of date.
The only way to afford the equipment and software is to charge a reasonable amount of money for your services.
That usually ends up being too much money for most companies who now are using a business model where they come here to Deviantart or go to Artstation and other sites and try to get students or people from poor countries to do the work much cheaper and at a lower quality which their in-house studios will then work off after the initial concept modeling is done. 
It saves most of the 3D design companies a lot of money but it also makes being freelance increasingly difficult.
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(1 Reply)
:iconchiletrek:
Chiletrek Featured By Owner Feb 28, 2016
Hello:
 And very nice! specially because to see women using proper armor is both useful and amazing-looking :D .
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:iconkodai-okuda:
Kodai-Okuda Featured By Owner Edited Feb 28, 2016  Professional Digital Artist
Thank you Chiletrek,

This one took a long time to pose.
I used DAZ Studio to make the basic image (using the Ginger model that is Genesis 2, resized down to 5' 5inches (167.6 centimeters) tall. 
However, I had to export that body type to an objective file, and then open it in lightwave.
Once in Lightwave I created the armor over the body of Ginger.
Once that was done I had to texture it, use the UV maps, create the weight maps, etc.
Then I attempted to import it back into DAZ using Ginger's "bones" and the "transfer utility" of DAZ.
It didn't work, plus the textures were all messed up due to an incompatibility between lightwave and DAZ.
Therefore, I went ahead and used Genoma in Lightwave to create a basic rig, then used layout (in Lightwave) to create the skelgons and then posed the character manually. 
I could have done this as a sculpt in ZBrush, but I wanted something that was "fast" so I used DAZ instead as the base for the model. 
Overall it came out nice since I'm going for the look of a plastic, mass-produced, armor.
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:iconchiletrek:
Chiletrek Featured By Owner Feb 28, 2016
Hello:
 Darn, I also hate incompatibility problems, so I am glad you were able to work around the problem. But that was also quite the process o_O . I hope that next armor models will give you far less problems.

 
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:iconkodai-okuda:
Kodai-Okuda Featured By Owner Feb 28, 2016  Professional Digital Artist
Hi Chiletrek,

Thank you.
For the male version of this armor I am going to use the same process (only this time I will skip trying to import it back into DAZ to pose it).
I will be using DAZ for my character model basics and those will get exported to Zbrush. 

Thank you again for the kind words. :)
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:iconchiletrek:
Chiletrek Featured By Owner Feb 28, 2016
Hello:
 And you are most welcome :) .
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Submitted on
February 28, 2016
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