Hey, Crackd! Amazing Cumans you've done! Will you give a try for Volga Bulgars and Khazars? I know there's not so much sources on them...
I'd really like to know too, just so I don't have to use Paradox's take on them.
If I do the Pechenegs, it would easily apply to both of them. There are actually a lot of sources if you can speak Russian or German. Now, I cannot do either of those things, but I do maintain active contact with people who do, and who focus on the time period academically. (I'm pretty sure that I'm the only one on here who actively contacts history departments and organizations. It's a lot easier to find an expert who can help. They are often all too excited to turn down an offer to talk about their historical focus)
Ah, that is good to hear. I'm only vaguely familiar with Seljuk costume, so I will trust your judgement in this. The hats seemed to match with what I remember from a lecture on the Seljuks.
Trust me, they're about perfect.
How about the other Turkish cultures? You're recreating the Cumans and possibly the Pechenegs. Which of those would fit best with the Khazars, for example?
Pechenegs. The Cumans were an outlier with their weird hats. Most everyone else would be pretty standard, although there is a marked difference between European and Central Asian Turkic peoples. Honestly, the further back in the timeline you go, the more likely they would be standardized. There might even be a potential for just a plain "Turkic" culture and set before everyone started fragmenting, or to at least represent the Turks proximal to the Irtysh and Tien Shan.
That's some quality software. How difficult is it to get a perspective and view that fits with the portrait heads?
Easy. It has export options for most software. If you have a character to work with, you can export to .obj or Collada and import into MD3, then export back out on the same scale an import into your software of choice. You can pick which parts to export, their level of detail, and the treatment of their UVW maps. Then, I unwrap them with UVMapper if needed (usually don't have to, since the 'pattern' for the clothing is also the UVW map), and save a texture map. Since I don't have to do full-body textures, I can contentrate on just the top. If need be, I can simulate embroidery and leather tooling through normal or displacement mapping, or import into Mudbox or ZBrush to do detail work and bake the textures.
In fact, most everything in my pipeline is handled by third-party software except model creation. That, and hair. Hair is really difficult. I just paint that with the Wacom.