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nifa

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nifa last won the day on April 16

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  1. @Genava55 Great, thanks! My plan is to create 5 or 6 steles (2 potato heads, 2 deer stones, 1-2 babas). @wowgetoffyourcellphone When all meshes are ready and I have a final UV layout I'm gonna bake it again. I need to tweak the normal strength again. On the first one the stone texture normals are too strong and the highpoly normal is too weak. I added ambient occlusion to my material setup, no idea why it didn't bake that, but I'll find a way to add shadow. When everything is baked I could add some moss/ weathering effects/ bird @#$% with texturepaint. When all is done I plan to use them for the kurgan wonder that I'm already working on. @real_tabasco_sauce Are there models that would only need existing textures? I could try to make a mesh then
  2. Shader effects 0 vs shader effects 10. It's not really a beauty. 842 model tris in atlas, 421 in blender, hope that is not too many @Genava55 @Ultimate Aurelian Should I make a stone baba and steles from the deer stones culture or would that be ahistorical?
  3. https://en.wikipedia.org/wiki/Salbyk_kurgan reference for a square kurgan, the biggest one in the valley of kings. The megaliths are still there today, that makes it easier to get an impression
  4. The torso will look much more detailed with the normal map, no need to add geometry Don't really want to castrate him. I could add a leave or some cover, as a prop for vanilla? I can do that:) On the cost of adding a prop and one more texture and I'd keep the posts 3D Okay, that was my plan too. I'm still figuring things out about procedural materials, so it might take some time. I will reuse texture space by stacking similar uv islands of the pedestal on top of each other I don't really understand what you mean?
  5. Low-poly mesh is complete. I'm at 11.9 k tris in blender, the fence obviously takes a lot. Now I'm messing around with the materials. Should I use one texture for both pedestal and statue? That makes it kinda tricky. Feel free to give me some feedback. UV map layout:
  6. Die größte Auswirkung auf das Territorium hat das Civil Center, also das Gebäude mit dem du startest. Auch zu finden ist es im Baumenü an erster Stelle. Es kann überall auf der Karte plaziert werden und schafft dort ein Territorium, sobald es fertig gebaut ist.
  7. Anyway, I started making my own HP model, a combination of the following models (all no licence problem I hope) https://sketchfab.com/3d-models/zeus-or-poseidon-from-the-artemision-d4876aa609304682945145debedfc77e https://open.smk.dk/en/artwork/image/KAS644?q=*&page=9&filters=has_3d_file%3Atrue https://open.smk.dk/en/artwork/image/KAS283?q=helio&page=0&filters=has_3d_file%3Atrue Changing the pose is quite difficult. Still need to add the crown, that should be easy. Should I add a plate for a fire to the left hand too? Let me know what you think
  8. probably just hidden for easier work on the head So are we fine with the licence? @Stan` If that's all good I will take a look on it Are you still around? @marius4 @MrLux
  9. So I was some time afk, but I'm back on it now. It seems the visible edges that were bugging me are seams that were baked into the normal map. I tried around a lot and read all I could find about it but the way to go is to reduce the seams. So now I have a new UV layout and unwrapped the body with almost no seams. The negative side is that I have some stretching now. Also I added some geometry in the belly area, it's smoother in an area which is seen a lot by the player. like this? If the colours are good I will continue with texture painting some details, eyes, mouth, sandals etc. Don't mind the offset of the quivers, it was made just for clean baking The fact it doesn't crash is because I don't use the AO ingame. I just bake it together with the colours on the diffuse. So I feed the AO that I baked into the nodes of the materials in blender. That's how I understood the instructions. I could also add a AO map in the actor if that's better. also let me know what you think of the uv layout now:) @Stan` @wowgetoffyourcellphone Normal map baking stays a problem though, even when baking with a cage. Only solution I see is editing by hand afterwards, similar how this dude did it:
  10. I used the same UV map for both the diffuse and the AO. Should I not do that? Then put the AO as an image texture in node for the diffuse. Maybe I should use a larger margin when baking?
  11. like this? I choose a different approach and used CC0 textures (from here: https://ambientcg.com/view?id=MetalSubstance008) instead of procedural materials. Same problem though, looks fine in blender but bad in atlas. I'll have to wait for Stan. Also I'm struggeling with bringing the metalness/roughness to atlas, I didn't really get how to bake the spec map. Just baking a roughness map doesn't seem to work. apollo-0_27.1.zip
  12. Apart from that, I'm almost done. Just playing around with the colours and might do some texture paint after the final diffuse bake. I added a quiver with arrows, got rid of the tree stump and the platform, made a cage to bake the normal, did the baking of AO to use for the materials and baked the first diffuse.
  13. While the model looks perfectly smooth in blender, I keep having little dirt and visible edges in atlas. I wonder what could be the reason? My normal and diffuse seem to be clean. Might have something to do with the smooth shading. What is the right material to use?
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