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Showing content with the highest reputation on 2024-01-01 in all areas

  1. Wildfire Games would like to send you its best wishes for 2024! May you have a prosperous New Year! On behalf of the Wildfire Games team, Vladislav
    2 points
  2. Happy New Year! If we are friendly and act like mentors to new volunteers then we can gradually grow the development team.
    2 points
  3. I'm pretty sure the remesh modifier could also be used for retopology. Using low numbers in the settings will give you a mesh with less geometry than the original that's a relief, I was a bit worried by the 2k tris in the original post Well, there are only a couple of wrinkles that I modelled, out of like a million other. The problem for me seems to be that a lot of them aren't just subtle elevated, but are really 3D, so over- and underlapping and forming holes etc and it's screwing up the normal map baking. It's only 5 quads = 10 tris right now, luckily it's so small. I could spare some geometry at the balls though
    1 point
  4. Incidentally, I've also tried looking into this. I'm pleased to say that (after spending more time than I care to admit on it) I can now successfully build sm91 using python 3.12. The bad news that is that my solution as-is is a mess, and probably won't work for others, particularly Windows or macOS users. It would be a lot easier, I'd imagine/hope, to patch SM102.
    1 point
  5. I wouldn't do this, since the statue is to be something like 10 times the screen space as a unit. @Stan` is correct here. Just 1 fully-propped animated cavalry unit can be 3000 tris. So, a stationary, non-boned mesh like this, which will take up the same screen space of 7 or 8 such cavalry units, doesn't need to be super low-poly. It's nice to reduce as many tris as possible, but it's a smaller concern than with an animated object such as a unit. I can see that the cloth hanging from his left arm can be reduced in complexity, much of the folding can be created with the normal map and subtle baked shadows in the diffuse map. I like that you removed the tree stump. I agree, it was probably added for the marble copy to support his right arm. This statue in-game will be "original" which is bronze. For the base it stands on, we can use the one here:
    1 point
  6. I suggest a prop_penis empty and then we can use a fig leaf prop actor for the "Empires Ascendant" version.
    1 point
  7. Remesh will give you millions of polygons So probably not the right approach unless i misunderstood your goal. Usually you remesh then decimate 3000 tris isn't that bad considering it won't be displayed often, but given the above screenshots I'm feeling like there might be some places where you don't need the details. I suppose the clothing wrinkles could be part of the normal map, and using an aomap the details could be put in the diffuse (for the people playing with material quality 1.0) Another solution for the body is to steal the one from the units this way you keep the same level of details. Marking edge sharp should only add more vertices, not more triangles. I would say use whatever gives you the control you need without having to spend an eternity marking things sharp
    1 point
  8. I can share data between: source/tools/atlas/AtlasUI/ScenarioEditor/Tools/ActorViewerTool.cpp and: source/tools/atlas/GameInterface/View.cpp fairly easily by declaring global variables in ActorViewerTool.cpp (and I know this is an ugly hack) But I cannot figure out how to trigger a call to ActorViewerTool::PostLookAt() from View.cpp, to update the display after modifying parameters. I cannot figure out how to trigger a call to camera.SetOrthoProjection(-2.f, -512.f, XXX); from ActorViewerTool.cpp (in order to change the scale of the image by clicking and dragging on it)
    1 point
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