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4 minutes ago, Stan` said:

I'd say it's too big :)

I took the actual peltast shield and added more geometry only. Plus it seems it have several shapes and sizes:

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59069761_447786496011846_724394344810557GP_20VL_202_20LAYOUT_7f6a6564-ae0c-4380-image.pngResultado de imagen para peltast shield

 

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Just now, Stan` said:

Sorry I meant the wicker texture :)

OHHh ohhh haha, alright. Yeah i think that too but im not sure what would do better. Recognize more the wicker from the distance or just leave it small:

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image.pngimage.png

 

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26 minutes ago, Stan` said:

The leather? Is missing something.

Probably you mean the border, some designs have borders others don't:

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image.png

 

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not sure what you mean, thats one of the most convincing leather materials I've seen in game

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Maybe the specularity is missing or maybe it is missing the wear leather like that should have on the edges ?
Some references:

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Small_Leather_Shield_(DSIII).pngLP403037_l.jpgpelta2.jpg

s-l300.jpg

 

 

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The shield is called πέλτη peltē (hence peltast) and its primary characteristic was that it's rimless (i.e. no metal edge). It could be round as well.

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2 minutes ago, Stan` said:

Looking good scratches should show the wicker no ?

I know a way i could do that in blender, but won't work while baking.

Using Noise texture node as "fac" while mixing principle shader + transparent shader.

But will end baking as black instead of alpha.

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35 minutes ago, Stan` said:

what about using the wicker texture instead of a transparent shader ?

That gave me other perspective and worked pretty well:

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image.pngimage.png

However i used the wrong object for baking. This shouldn't have border.

Im making two kind of textures:

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image.png

  1. Generic: Spheres of texture for work with everything.
  2. Shield Shape: Textures for specific kind of shield shapes, like borders and colors.

Gonna leave the intact cow skins and make 3 or 4 more for Scratched skin.

Allice in the node labirynth:

Spoiler

image.pngimage.pngimage.png

 

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