Jump to content

MrLux

Community Members
  • Posts

    73
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by MrLux

  1. Hey folks, so I was a bit erratic in my presence here because I'm juggling jobs and gigs. For the time being I'm not able to continue the suebians building set. However I hope that the blend file was clear enough for anyone to pick it up. If you have question, I can always answer.

    I doubt that it's the first time that something like that happens, but hope to be able to come back.

    • Thanks 3
  2. Hey again !

    Thank you for the feedback, I've made the changes. I did swap temple and workshop, but it's good that the buildings speak for themselves nonetheless. I'll tale a break of some days on this to cleance my palate and go back for the second wave.

     

    So changelog:

    • New blockouts:
      • Cavalry Stable
      • Archery Range
      • Wall Gate, Wall Section and Wall with Towers.
      • Greathall (new version)
    • Mesh modification:
      • Tower defense as wooden straight base.
      • Scale of houses seems to be an effect of the screenshot, explanation under.
      • Temple was made wider, but I kept the stone circles. It's quite appealing and iconic (if not as accurate) of germanic faith. Also runic stones will be fun to texture.
    • Textures:
      • Added a basic color palette. It's going to help get a feel of the cohesion and help me along the line to map the uv. It may seem to cartoonish/lowpoly stylised but it's a work in progress. The more models/parts I add the more refined this texture will be and then when I'm sure of the final result I will make a uptostandard version via substance.

    Points of discussion:

    • The workshop has a ram in the concept art. I would very much like to add it, but: I was lazy to get historically accurate references for the type of siege engine of this civ, and I did not find the original mesh of the engine of the celts or gauls. If someone would be so kind to point them to me (references or the mesh).
    • The archery range is a bit empty, and it's the biggest case from the concept art problem. Once modeled to scale they are not as cramped. There is two solutions: add eyecandy in the mesh or bolsterise everything. Note post_render: so I went back to compare and I found that my models are on the realistic scale side. I'll remake them to fit the greater scale of the others civs meshes.

     

    The Current work updated:

     

    Civic center

    • Spoiler

      cc_wip02.png.757f0822a2c45641a96faa047735a585.png

      Houses:

    • To scale with others in engine:

      Spoiler

      house_scale_comparaison.thumb.png.5c8b080c88e0313aab59fe8f11660f10.png

    • Spoiler

      house_wip02.png.40dc61c46989be554f3f4cb83bcc5165.png

      House 1

      house_02_wip02.png.2577dac2dfaf708595a8603402c64cdb.pngHouse 2

      wip02_house_3.png.5e7fa01ec40d627ffc795603be861d0a.pngHouse 3 (as a blockout, ignore the little imperfections, as they will be smoothed out by hand with the final model.)

    • Barrack:
      Spoiler

      wip02_barrack.png.e7676addb0fe81546e68df6de5952e16.png

       

    • Great Hall (new '1 floor' version)
      Spoiler

      wip02_greathall.png.92c0a929595905c1796dfa91f0f525fe.png

      The totems are not colored due to being still a modified mesh version (I would need to collapse them, wish is not worth the time to a simple screenshot)

    • Tower Defense, version with stone pyramid base and straight wood. The stone version comes from the concept arts of @Obskiuras. Don't know if they were instead meant for late goth civ.
      Spoiler

      wip02_tower.thumb.png.ea784470279b0267db94d35ec484484d.pngwip02_tower-v2.thumb.png.724fe83725003122f0bcc68cae722ab1.png

    • Temple ( As I said I kept the stone circle because I like it, but it would be easy to remove if that's the final strong opinion)
      Spoiler

      wip02_temple.png.ca631a8c33b9ed272814d13642650a4c.png

    • The walls and gates
      Spoiler

      with gatewip02_wallgate.png.4c3416539e9f7d7656f931e3bb85e4c2.pngwith tower alonewip02_walltower.png.32f688a79ab7b6ff2752fafb4f288aeb.pngmiddle sectionwip02_wallsection.png.eea4fcbc7710e925e796c9e7f5710f69.png

    • Workshop (lacking a ram, I still made some wheels. I'm thinking of adding more miscellanious parts to enhance the 'artelier' fell). The stone path for now a mesh, but it will be baked as a decal on the later stages.
      Spoiler

      wip02_workshop.png.8e689443143f01e9384bd4654e3892f6.png

    • Stables (horse is for embellishment sake, from a personal model.) ... ok, ignore the wall near the trough, seems to be a mirror mistake.
      Spoiler

      wip02_stabes.png.31a7925f596049870dff31333eefd39c.png

    • Archery Range
      Spoiler

      wip02_archeryrange.png.aebd9765c97ceda32c5d6a41f39fef37.png

      archery_house_compa.thumb.png.48066139872d024c2959d532e1714c3d.png

       

     

    The files:

     

    sueban_buildings_blockout.blend

    • Like 7
    • Thanks 2
  3. Hey !

    The works is going steady. I would like to confirm some scales for buildings. I referred Art and Scale

    The Civ center(CC) is 32m32 (on a blender scale of (1m = 1 unit) and it seems to be the correct scale on the engine with other buildings. However, for the CC I feel 32 is a bit too large.

    And for the temple. it's 28m28 and it's a bit too small to put the stone circle in the front. For now it's on the side.

    The defense tower, it feels a bit small. I wonder if 8m8 is a bit small with an house 12m12.

     

     
           
           
           
           
           
           
           
           

    Side to Side

    Spoiler

    wip01_sidetoside.thumb.png.85e0f9a51ec5ea41bf6b2a85582b0762.png

    Barrack

    Spoiler

    wip01_barrack.thumb.png.f04c4379cf14d41d3245dd71a525af29.png

    CivCenter

     

    Spoiler

    wip01_civcenter.thumb.png.dc43c3a2b3ab1ed77f6ebb7b0dcb1efd.png

    House 01

    Spoiler

    wip01_house1.thumb.png.adc277fe0a97036327c3a6ff67a680a4.png

    House 02

    Spoiler

    wip01_house02.thumb.png.c59644b3a3b748e6c8e4747f70e9a9b3.png

    House 03

    Spoiler

    wip01_house03.thumb.png.4dea4542ba349110aaaf6ce93c22cc4c.png

    Temple

    Spoiler

    wip01_workshop.thumb.png.5ddc0ec25b37aac7b0513a6c5a9c88a5.png

    Tower Defense

    Spoiler

    wip01_towerDef.thumb.png.d1b10d7cc181a68255e658ff1dcdfe36.png

    Workshop

    Spoiler

    wip01_temple.thumb.png.cf536c00d612e1b52ee9a4cf24892a45.png

     

    • Like 7
  4. Hey,

    As a work in progress update, there you have screenshots of the blockout phase. Many thanks to all your references and for the work @Obskiuras. Nothing better than good concept art to be efficient in modeling.

    Spoiler

    greatHall_wip01.thumb.png.2532958a83590a0024194c6b48a283e1.pngcivCenter_wip01.thumb.png.7e1f672253098a27c708fb75b3ab8e59.png

    It's going to be faster and faster as I'm doing a modular approach, so each building becomes easier.

    Once all will be done, I'll do the texture atlas to have a good feeling of the whole.

     

    Even if it's a wip you are welcome and encouraged to add your grain of salt. Like, I thing pointy palisade are better as per @Lion.Kanzen (I think?) recommendation for the great hall. And after 'finishing' the Civ Center, I'll try to make a version larger in Y (green axis) and shorter. It may be better.

     

    Of course, here the blend. in case the volcano goes off.

    sueban_buildings_blockout.blend

    • Like 4
    • Thanks 1
  5. No, nothing seems to have change. Only the triplanar material as the specular info displayed.

    Also, I get now what the triplanar does. That would be nice for cliffs and other slope textures. It would be interesting to know if that computes more than the basic, to know which terrains should be tri planar and which shouldn't mind.

    And with all of that, the parallax occlusion is not present for terrain materials, is it possible to try it? Some dev outthere ?

  6. They are png, and I did use the terrain norm spec. 

    <?xml version="1.0" encoding="utf-8"?>
    <terrain>
    <textures>
    <texture name="baseTex" file="types/lux_scale_test_diff.png"/>
    <texture name="normTex" file="types/lux_scale_test_norm.png"/>
    <texture name="specTex" file="types/lux_scale_test_spec.png"/>
    </textures>
    <material>terrain_norm_spec.xml</material>
    </terrain>

    That it's why I find all of this odd.

  7. I think you should add a goat path in the mountains that connects the two players. So that angle of attack and tactical variety will be more diverse. Also think about adding a shore accessible to both sides. Maybe they can build boats. but not connection by foot.

    On level design, think about diversity and how the player can add it's own twist to what you present.

    • Thanks 1
  8. Hey there,

    I've been doing another batch of tests. I'm plan on giving a thought examination into the new terrains and get more cohesion and precision. 

    Spoiler

    screenshot0015.thumb.png.dc97a96e1f77dbcd770121d558f281de.png

    For the progress this is a screenshot of a WIP cobblestone texture to have an idea of tiling limits and scale use in susbtance painter. I'll obliously will keep working on it and release eveything under CCO, origin files included. Power to freedom data, yadahi yadaha. ^^

    But now for the real trouble.

    This is a screen shot of a test texture to push the engine. Clockwise, starting from the top left: 

    1. lux_TT.xml normal terrain with just the basecolor. I name it diffuse but the ao info is baked into so, not really a diffuse.
    2. lux_TT_norm.xml terrain with normal map, on which the alpha channel is also the height map. 
    3. lux_TT_NS.xml terrain with normal and specular. As per pbr workflow I wanted to test the colored reflectivity, so the inner circle reflects gold light.
    4. lux_TTt_tri_NS.xml same as 3 but triplanar
    5. lux_TT_tri_norm.xml same as 2 but triplanar
    6. lux_TT_tri.xml same as 1 on the inputs, but triplanar base material.
    Spoiler

    screenshot0014.thumb.png.07837f1d5456bac756244838078a23f2.png

    All the 6 material use the same 3 textures maps, 512*512. Still dont really get the DTX compression, but base color and normal are DTX5 and specular DTX1.

    And now the problem, visible in the screenshot. 

    • Only the triplanar material gets the specular working.
    • the triplanar projection works? I mean I see the orientation changing. It's that all ? Maybe, probably, that I didn't get anything at all on how it works.

    And I also tried a basic_trans_parallax_spec.xml material def for a terrain, it crashes the Atlas. I get it, it's not a terrain material. So no parallax for terrains, I mean it would really be neat for road, cliffs and rocks?

  9. Hi.

    Everything is in the discussion. However here is the resume: 78-79 triangles by models, for each 5 models variants. Same as the actual knife used. Material is the base_spec.xml with prop_tools.dds as the texture.

    #1, 2# 4# #6 and #11 are the uniques models. Variation was a request and I agree on the loss of detail at camera distance & angle. I would say it's a matter of taste to add all of them. At this scale, and given the poly constraint, it would different but not better to exaggerate more the different shapes.

    Per request, the zip archive.

    butcherknife.blendknife_tool.7z

×
×
  • Create New...