The second page of my ASG(Armor Study & Guide) with separation of the armor pieces. I will try to avoid specific names for armor pieces for simplicity. Just because I know what a pauldron is doesn't mean I expect anyone else to.
I tried to provide most of the examples of a given armor type. I categorize for coverage and joints(like hinges) instead of by a given style. Almost every helmet and gorget should fall into one of these categories, making them easier to understand. For instance: Kain Highwind from FF4 has a mushroom helmet. His helmet is heavily stylized though so it isn't obvious. So, each style can be heavily edited without reducing its function so don't be afraid to mess around with them!
I also provided two methods of presenting metal armor. A couple notes: 1. Metallic surfaces are known as Specular. This means that "shading" has no meaning because the brightness of the object is dependent upon the brightness of what its reflecting. The shape of the object heavily influences the shape of what is reflected but has no bearing on shading. 2. The strength and clarity of the reflection changes for the distance of what is reflected and the point of view of the viewer. Thus, the edges of the metal object have no reflection(I illustrate this in my guide) unless the object is very close. 3. Armor is generally battered which reduces its shininess. This increases the blur of the armor so light sources can be merged with the reflection of objects around it. Meanwhile, the other reflections are weakened and darkened creating an almost shaded appearance, similar to cloth or human skin. I may add a whole page on how to illustrate metal with more detail if these tutorials are popular enough.
Link to page 1:[link]
For anyone wondering: for now, I'll just post the link for the previous page. When I finish, I'll edit all the posts to include links to all pages.