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nifa

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Everything posted by nifa

  1. only one I found that is CC0 and at least has some similarity with Nike is this one: https://open.smk.dk/en/artwork/image/KAS1604?q=*&page=5&filters=has_3d_file%3Atrue
  2. nifa

    Erechtheion

    These are the artefacts that I wanted to get rid of. The face at the nose was too small so it didn't bake there and just appeared black. In the first version I just moved it in the uv layout, but it still wasn't clean. So now I used an island margin of 0.001 instead of 0.004, then scaled up the uv islands of the caryatids, and packed again. This time nature is included. I also imported the cypress. The bake worked in blender but somehow it doesn't show in atlas: Also the bake of the climbing plants highlights the edges a little too much: So these are the old and the new ao now: I've attached the new version with the updated meshes, ao map and the nature actor file. I don't think it's much of a difference, only the caryatids faces are a little cleaner. I don't really see an impact from the inclusion of the cypresses, maybe it's got to do something with the materials? I'm not sure if I'm using the right ones. About the island margin, as long as I don't want to scale further down, I don't need a higher margin, or do I? 2117024587_erechtheion0_28.3.zip
  3. If you're exporting it the right way blender will tell you that you exported 2 objects, so prop points are counted there. Other than that, no idea, sry. Maybe you'll find something in here: https://wildfiregames.com/forum/topic/19739-prop-points-guide-and-faq/
  4. When exporting, select the prop point empty first and then the parent object while holding Ctrl
  5. nifa

    Erechtheion

    Looks nice. Maybe turn it a little so it grows away from the building, towards the sun?
  6. nifa

    Erechtheion

    Alright thanks, I will make a new UV2 and bake asap. Is there a deadline for the release already?
  7. nifa

    Erechtheion

    Right now everything is baked on the same ao map. So it needs to be scaled down, which might increase the artifacts? So it's better to split it into two seperate ao maps, maybe one for the statue set and one for the rest? Nature props don't need ao or do they?
  8. nifa

    Erechtheion

    Thanks, yes I'd love that. The olive tree actor was too large and not the most beautiful and I didn't find a fitting one. Shrinking an aleppo pine is a nice idea, they look "gnarled" to represent an old tree. Also I'd prefer the smaller cypresses of the randomly chosen ones, but that's not too important. For future purposes, what are the best settings for ambient occlusion baking? I baked on a 2048x2048 image with an island margin of 0.004. I excluded the nature props. It gave me some artifacts on the smallest faces of the statues, propably because resolution is so low that a single pixel is bigger than a face on the ao uv map. What would you think could be a purpose of the building? Another wonder or special building for athenians?
  9. Maybe someone would like to make a model with MakeHuman.
  10. Thanks. From an artistical point of view, filling a boat with props isn't that difficult, all models are existing already. I'm not sure how to display it in a bog though.
  11. So maybe a wonder could look something like that? Do you have further references? without the heap:
  12. Not sure, that mesh looks like there's a lot of sculpting left to be done, especially at the arms
  13. the destroyed army camp looks like a placeholder to me
  14. nifa

    Erechtheion

    Sure, here you go 942182649_erechtheion0_28.2.zip
  15. Could we make a wonder for the germanic tribes out of these assets too? As far as I know they had some kind of burial mound too and the cimbri are still missing one
  16. Erechtheion and carytids from the acropolis in athens https://en.wikipedia.org/wiki/Erechtheion https://en.wikipedia.org/wiki/Caryatid https://www.artstation.com/artwork/lxY91a 1228892164_erechtheion0_28.1.zip licence
  17. (I deleted what you are quoting before you commented.) I added these two babas because of a misunderstanding and I'm not insisting on keeping them. I asked to add a stone baba here and I interpreted your answer here as an approval, I guess because I thought stone baba are just the female sitting ones, not the male standing ones (I guess because "baba" in slavic languages refers to a female person). So no reason for hard feelings. So if you think they are ahistorical and others agree to get them out, no problem.
  18. True. I was afraid it wouldn't look "wonderly" enough Maybe in this case elevate the gravel base a bit?
  19. As I said, I started this over a year ago, so when I took it back up, I might have forgotten details about earlier discussions. As far as what I remember, although these stone babas aren't necessarily scythians, the scythians had similar ones too, so I figured if there's not much artistic difference, we could use a HP model from later times. Sculpting is a ton of work, so if there is an existing similar model, it's always welcome, even if it's not 100 % accurate. What about the other sitting baba, is it also historically wrong? Anyway, I spent a lot of time to recreate the other steles you suggested here: https://wildfiregames.com/forum/topic/20550-civ-scythians/?do=findComment&comment=561420 I'm open for references and historical advice
  20. Hi all, I finally want to share the results of a project I've been working on for some time and abandoned several times in between. So here it is, the royal kurgan, a burial mound for a wonder for the scythians. Two main difficulties: (1) somehow make look interesting, what in references is just a bare hill and make it look built by humans (2) let an organic building blend in with the surrounding topography. Concerning (1): It might look too busy, there might be better options for prop placement, player color is difficult to add, maybe too many different/ not fitting stone colours, maybe add flora? Concerning (2): The underground part consumes a lot of tris, but the gravel stones blend in nicely with the ground also on uneven terrain. I don't know if it goes deep enough though. Further references: Some CC0 models I used: Feel free to test from the zip I added and let me know. I also added 7 different steles and two stone heaps of different sizes: This is how it would look without the reddish stones: What is left to do: Choosing the final layout; maybe some colour adjustments; deleting all those hidden faces from the stones on the inside, tthen bake ao; checking on naming conventions, actor files and materials. Also the foundation is just prototype. Edit: I played around with the colours a little bit, turns out that adding some warmth to the gravel base helps a lot, so the contrast between the grey and the reddish stones isn't that harsh. @wowgetoffyourcellphone do you think you could work from here? My skills with colours and picture editing are very limited. 862891456_kurgan0_28.1.zip
  21. the scythians are meant to have one too, though it's ahistorical, but the art is still missing lol, never realized it looked like a volcano. There is an entrance under it, with a sacrificial place inside, where the fire is burning. I used this model as hp: https://sketchfab.com/3d-models/anta-grande-do-zambujeiro-5f328a5d7cdd4f96b9a4dcacb426348e I can get rid of the fire and add a stone that covers it so it looks more like a cave. What would you think? And I'm also planning to darken it. The original model as bad lightning from the sun in it. It's an attempt to deal with the problem that there are not really many possible props. Otherwise it would be just a plain hill and look kinda naked. The positioning is of the steles and the props is definitely up for discussion. I'm not saying I'm completely happy with it. Same with the colors. The other major problem with this task was the part where the mesh touches the surrounding topography. It's an organic building, so it can't just have a foundation. That's why I decided to go with gravel stones around the base. They will look cleaner in the final version.
  22. nice work, I have a completed a kurgan wonder in the meantime, that I can share with you soon
  23. does it solve your problem if you do it?
  24. Did you use Ctrl - A -> Apply all transforms before exporting?
  25. Did you export both the prop points and the mesh as .dae? Select the prop points first, then the mesh and export. I'm on my mobile so I can't check the file :/
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