Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2015-09-29 in all areas

  1. Hm, yes. Would be great if somebody would help with coding. Some more UV unwrapping and detail-work on the high poly model:
    1 point
  2. Alright, as promised: some baking. 1. Take the high poly model you want to bake down. For this example, it will be the main part of the roman 5: 2. Model a very low poly model around the part you want to bake. Here is only has about 32 faces (64 polys). Some hints with this step: try to leave out small crevices and the like, approximate high poly, but almost even surfaces with single polys. The prime goal is to produce a model that looks fairly close in siluette from almost every angle to the high poly model and sticks somewhat close to its surface (to ensure a good bake). For game engines: I know it is tempting, but try to avoid very long and narrow polys. This is because some lightning techniques might create artifacts with these and culling (thowing away polys during rendering that might not be visible) might fail with these vertices (they may either be culled too early, creating holes in the mesh, or not at all, decreasing performance). For our example, the mesh could look like this: 3. UV unwrap the low poly mesh. Create a texture you want to bake to (here we bake over a texture I previously used for baking ): As a rule of thumb for the resolution of the texture: make it a lot larger that the target resolution. Baking in blender works by a form of ray tracing. So it is noisy. In particular if the high poly mesh has sharp corners or grids. It is always easy to downscale a baked texture to a less noisy one in a picture editor, but hard to manually remove all the noise by hand (especially in case of normal maps) ... 4. Select both objects, the high poly and low poly mesh, select the type of baking to be performed and bake ahead: If you selected them in the wrong order, you might encounter an error message. A difficulty at this point might be to properly estimate the "distance" and "bias" settings. A nice rule of thumb: higher distance means that faces further from the surface are included in creating the texture. You want this setting so large, that every detail you want in your texture is on there (bake and check the result) but not so high that parts from the model that don't belong there get baked onto your textures. Bias mainly concerns how far away faces are treated. Try different values, until the textures look good. 5. After baking a normal map, ambient occlusion, specular color map and texture map, save each of them (be careful to save each of them right after baking to not accidently bake over them ). Here we then apply the textures to the low poly model for quality checks (multiply the ambient occlusion map to the texture map): At this point some 2D editing on the textures could be performed. I hope that helps
    1 point
  3. Well, I suspect that there are people around here that expect a weekly report after the meeting and who probably would get confused if there isn't a post.
    1 point
  4. That's what we have currently. train individual units and group them together. Instead just make units arrive in battalions by default. Size and cost depends on the type of unit. Units like Elephants or chariots can stay single units and be made more expensive and stronger compared to regular soldier battalions.
    1 point
  5. So can we clarify what that feature is? I would say: focus on clear counters and battalion/army structure in order to develope a more macro based game that emphasises the strategical value of units working in groups. This would be accomplished by reforming the current combat system(increasing unit bonuses) and allowing units to be grouped together as a formation, then grouping to form an army (or at least make it so clicking on one unit in a formation selects that entire group) you could probably reduce a large amount of lag with this as well.
    1 point
  6. 1 point
×
×
  • Create New...