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Everything posted by Alexandermb
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Tweaking a bit the specular map gives a less rubber look: See left (Tweaked) to right example More distinguishable from the distance -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Lion.Kanzen can you make in SVG or even just as PNG the wings and any thunder/moon/stars you can if you have some time? i just need the sillouette with the inners details to use it as guideline while making the plain mesh for baking (SVG adds to many vertex so i just do a plain and adjust it using subsurf). Algo como un molde que seguir. para lograr captar los detalles. En caso de ser repetibles en simetria en el Eje X y Z. no harĂa falta que hagas ambos lados, con uno solo bastaria y luego yo aplico la simetria en blender. -
Please don't hurt me more with that horse icons. It hurts me how they used to be.
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Stan` @Lion.Kanzen using blender 2.81 denoise with 100 pass vs 20 pass: 15 mins vs 2 mins. Wich one looks better? -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Yep, thats what i have been trying to achieve, thought i've only managed to add some mud? i guess just need to adjust the amount but its really hard to control the direction. Or probably isn't that hard but i waste too much time loading. I don't know wich causes the material to be so heavy in the preview. I could try to manage to get desaturation in the muddy zones in this better recently render: i might have a solution for that with the latest info @Stan` posted in blender addons and tutorials topic. But i wasted about 1 /2 hour today looking why the normal map of the leather wasn't baking then i've realized i unplugged a node for bake the alpha channel -
Thread for suggestions and references for the next artwork: Roman Scutum. Objective: Recreate Roman Scutum ingame textures. Have damaged variants using health frequency Starting with a healthy scutum and proceed with 2 damaged versions. 100% - 75% - 50% Base Textures so far done for have a workplace: Some references: I need front perspective reference of the boar, and other designs for properly draw them in blender and bake them as layers. Reminder for myself: Damage value amount: Healthy 0.900 Light 0.950 Medium 1.000 Heavy 1.100
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Managed to get less and small scratches: Im gonna see if i can clean more from unused nodes the material and leave it simplified for better workspace. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
inner geometry would be solidify, and that would be the rubble like CC rubble destructed but instead of going sink we leave the walls damaged. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Yep, thats what i meant in the last line, this will have less variants compared to celt shields so it won't hurt having it for the romans. Also last night i left baking this one, with smaller scratches version. @Stan` wouldn't this work for making destroyed buildings? -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
ingame the soldiers promote getting experience, the experience is acquired by combat, in combat your shield got damaged. Advancing through rank should show damaged gear and let polished and relic equipment for champions probably. Wich is also ingame for basic version wich is mainly the objective of the damaged variant: Not all of them gonna have damaged zones showing the wood neither. Im not sure about others opinion but damage, dust, rust, blood, scars, scratches, blunts would show the hard life and all the soldier had to go through in battle to get his rank. OR also the damaged would work using "health" variant in the actor, Since this has less designs and probably gonna have less textures than the celtic shields. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
one from Total War Rome 2 Modder, but also trying to re-do the ones already in game. And some youtube videos i've looking from "kings and generals" channel where it explains the scutum is some wood planks overlapped with a front leather cape all together joined by a metal rim. References: Applying what i have learned so far with wood shader random mapping: with 4 or 6 variants for the base texture is okay i think. Later comes the design's and final touchs. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
@Stan` well, the sliders or shader mixing dont go further than this whitout breaking something like having overbrightened pixels. -
Sometimes decimate breaks the UV wich is problematic when baking. Do you want the files to take a look and see if can get a proper low poly gun?
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I have the high poly version already done, thought getting the low poly is the hard part.
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Im really close to get it, i just now need to reduce the dirt amount thought its getting hard. But at least finally got the proper player color in alpha channel direct bake. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
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7Id rather go for the shield on back and keep helmet even raised for corinthian if possible. Looks better than deleting the whole equipment. But im pretty sure @wowgetoffyourcellphone would say the problem isnt the the variants but the citizen soldier feature. but for the most close solution to keep both citizen soldier and equipment would be only delete weapon while gathering. There are some sheats so they store the sword for the swordsman. And other advanced feature would be just like Dawn of Man. There is a call to arms button when you are attacked by raiders. It makes al citizen run no the nearest house to pick up weapons and shields if they had any and go no the raiders town direction.
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Yep, thats how its have been all the time thought not the most immersive feature imho.
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Trust me is cleaned, you havent seen the interior of the base color i use and the wood -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
i had no electric power for 7 hours today and using laptop battery for around 30 mins let me clean a bit the material node tree: this is how it looks now: Before; -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Probably, but in a such small view wich gonna be unnoticeable from the distance probably even getting closer. What we could use is another layer Above the player color after the whole baking is done. Having this only the dirt and the rest as alpha channel but for this for properly be seen after a re-scale i guess would be needed at least 2048x1024 texture resolution. Right now is 512x256 for testing but after the whole material is done i will have to bake a 1024x512 diffuse and normal map. And see how its going so far in 512x256 normal map: 1k could take 40 minutes, 2k around 2 hours. is a little tricky to get what you mention but i belive theres one way in the nodes to get that, thought its hard to control or at least for me when the preview is slow. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
That would be great to have, but remember everyting will be replaced with player color, so the dirt on creases won't be seen at all. This is a plain red whitout player color for testing and still need to bake the new normal map for the 2nd variant with rim and add specularity.
